;-------------Mission 125---------------
; Originally: Burglary sub-mission


:BURGJB_1
03A4: name_thread 'BURGJB'
0050: gosub BURGJB_12
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false BURGJB_7
0050: gosub BURGJB_1161

:BURGJB_7
0050: gosub BURGJB_1175
004E: end_thread
00D6: if  0
0038:   $1490 ==  0  ;; integer values
004D: jump_if_false BURGJB_12

:BURGJB_12
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
0169: set_fade_color  0  0  0
054C: use_GXT_table 'BURGLAR'
09E6:  1 
0006: @92 =  0  ;; integer values
0006: @93 =  0  ;; integer values
0006: @94 =  0  ;; integer values
0006: @95 =  0  ;; integer values
0006: @96 =  0  ;; integer values
0006: @97 =  0  ;; integer values
0006: @101 =  0  ;; integer values
0006: @98 =  0  ;; integer values
0006: @99 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @102 =  0  ;; integer values
0006: @107 =  0  ;; integer values
0006: @108 =  0  ;; integer values
0006: @109 =  0  ;; integer values
0006: @110 =  0  ;; integer values
0006: @112 =  0  ;; integer values
0006: @47 =  0  ;; integer values
0084: $1790 = $8228  ;; integer values and handles
0006: @90 =  0  ;; integer values
0006: @89 =  0  ;; integer values
0006: @106 =  0  ;; integer values
0004: $8236 =  10  ;; integer values
0004: $8237 =  300000  ;; integer values
0006: @91 =  0  ;; integer values
0006: @105 =  0  ;; integer values
0007: @41 =  0.0  ;; floating-point values
0005: $1792 =  0.0  ;; floating-point values
0007: @42 =  9999999.0  ;; floating-point values
0007: @43 =  9999999.0  ;; floating-point values
0007: @54 =  2741.0  ;; floating-point values
0007: @57 = -2006.807  ;; floating-point values
0007: @60 =  14.0  ;; floating-point values
05A9: s$8229 = 'BURG_LK'  ;; 8-byte strings
0007: @76 =  2741.241  ;; floating-point values
0007: @79 = -2011.274  ;; floating-point values
0007: @82 =  13.5869  ;; floating-point values
0007: @55 = -2102.54  ;; floating-point values
0007: @58 = -15.5931  ;; floating-point values
0007: @61 =  34.3203  ;; floating-point values
05A9: s$8229(1) = 'BRGSFSE'  ;; 8-byte strings
0007: @77 = -2109.32  ;; floating-point values
0007: @80 = -15.7967  ;; floating-point values
0007: @83 =  34.3203  ;; floating-point values
0007: @56 =  2609.248  ;; floating-point values
0007: @59 =  1439.346  ;; floating-point values
0007: @62 =  9.8203  ;; floating-point values
05A9: s$8229(2) = 'VGELOCK'  ;; 8-byte strings
0007: @78 =  2609.012  ;; floating-point values
0007: @81 =  1445.936  ;; floating-point values
0007: @84 =  9.8203  ;; floating-point values
0006: @34 =  0  ;; integer values
0006: @48 =  0  ;; integer values
0004: $1793 =  0  ;; integer values
0006: @111 =  0  ;; integer values
0004: $5293 =  0  ;; integer values
0004: $2332 =  1  ;; integer values
010B: @38 = player $PLAYER_CHAR money
010B: @39 = player $PLAYER_CHAR money
00D6: if  0
0039:   @48 ==  99  ;; integer values
004D: jump_if_false BURGJB_83
0107: @49 = create_object #BRIEFCASE at  0.0  0.0  0.0
018A: @51 = create_checkpoint_at  0.0  0.0  0.0
018A: @53 = create_checkpoint_at  0.0  0.0  0.0

:BURGJB_83
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_102
0A2D:  0 
016A: fade  0 ()  1000 ms

:BURGJB_88
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_93
0001: wait  0 ms
0002: jump BURGJB_88

:BURGJB_93
087B: set_player $PLAYER_CHAR clothes "BALACLAVA" "BALACLAVA"  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:BURGJB_96
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_101
0001: wait  0 ms
0002: jump BURGJB_96

:BURGJB_101
0A2D:  1 

:BURGJB_102
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  0
0028:   $TIME_HOURS >=  20  ;; integer values
004D: jump_if_false BURGJB_114
008B: @88 = $TIME_HOURS  ;; integer values and handles
0012: @88 *=  60  ;; integer values 
005C: @88 += $TIME_MINS  ;; integer values 
0006: @36 =  1440  ;; integer values
0062: @36 -= @88  ;; integer values 
000A: @36 +=  360  ;; integer values
0012: @36 *=  1000  ;; integer values 
008A: $8235 = @36  ;; integer values and handles

:BURGJB_114
00D6: if  0
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false BURGJB_124
008B: @88 = $TIME_HOURS  ;; integer values and handles
0012: @88 *=  60  ;; integer values 
005C: @88 += $TIME_MINS  ;; integer values 
0006: @36 =  360  ;; integer values
0062: @36 -= @88  ;; integer values 
0012: @36 *=  1000  ;; integer values 
008A: $8235 = @36  ;; integer values and handles

:BURGJB_124
03C3: set_timer_with_text_to $8235 type  1 text 'BURG52'
04F7: status_text $8228  0 line  1 'BURG51'
0001: wait  0 ms
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BURGJB_131
00D9: @50 = actor $PLAYER_ACTOR car

:BURGJB_131
0001: wait  0 ms
00D6: if  0
0735:  32 
004D: jump_if_false BURGJB_136
0004: $8235 =  10000000  ;; integer values

:BURGJB_136
00D6: if  0
0735:  49 
004D: jump_if_false BURGJB_141
00A1: put_actor $PLAYER_ACTOR at  2741.928 -1993.231  12.3669
0173: set_actor $PLAYER_ACTOR z_angle_to  173.5173

:BURGJB_141
00D6: if  0
0735:  50 
004D: jump_if_false BURGJB_145
00A1: put_actor $PLAYER_ACTOR at  2639.0  2039.911  9.8052

:BURGJB_145
00D6: if  0
0735:  99 
004D: jump_if_false BURGJB_149
0004: $8235 =  5000  ;; integer values

:BURGJB_149
00D6: if  0
0735:  48 
004D: jump_if_false BURGJB_153
0004: $8237 =  5000  ;; integer values

:BURGJB_153
00D6: if  0
0735:  53 
004D: jump_if_false BURGJB_157
0004: $1790 =  11000  ;; integer values

:BURGJB_157
00D6: if  0
0735:  54 
004D: jump_if_false BURGJB_161
0006: @48 =  3  ;; integer values

:BURGJB_161
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_293
00D6: if  0
0038:   $8235 ==  0  ;; integer values
004D: jump_if_false BURGJB_268
00BE: text_clear_all
09E6:  0 
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false BURGJB_211
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:BURGJB_174
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_179
0001: wait  0 ms
0002: jump BURGJB_174

:BURGJB_179
03E6: remove_text_box
04BB: select_interior  0  ;; select render area
04E4: unknown_refresh_game_renderer_at @69 @70
03CB: set_camera @69 @70 @71
0972: $PLAYER_ACTOR @69 @70 @71 
0489: unknown_actor $PLAYER_ACTOR flag  0
000B: @72 +=  180.0  ;; floating-point values
0173: set_actor $PLAYER_ACTOR z_angle_to @72
08AD: $PLAYER_ACTOR @73 @74  5.0 
03CB: set_camera @69 @70 @71
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false BURGJB_197
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_197
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:BURGJB_197
0006: @92 =  0  ;; integer values
0006: @93 =  0  ;; integer values
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_203
02EB: restore_camera_with_jumpcut

:BURGJB_203
016A: fade  1 (back)  1000 ms

:BURGJB_204
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_209
0001: wait  0 ms
0002: jump BURGJB_204

:BURGJB_209
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump BURGJB_239

:BURGJB_211
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false BURGJB_239
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_239
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_221
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_221
016A: fade  0 ()  1000 ms

:BURGJB_222
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_227
0001: wait  0 ms
0002: jump BURGJB_222

:BURGJB_227
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_233
02EB: restore_camera_with_jumpcut

:BURGJB_233
016A: fade  1 (back)  1000 ms

:BURGJB_234
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_239
0001: wait  0 ms
0002: jump BURGJB_234

:BURGJB_239
014F: stop_timer $8235
00D6: if  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_261
03C3: set_timer_with_text_to $8237 type  1 text 'BURG3'
00BE: text_clear_all
00BB: text_lowpriority 'BURG2'  5000 ms  1
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false BURGJB_252
00BB: text_lowpriority 'BURG26'  5000 ms  1
0006: @102 =  2  ;; integer values
0002: jump BURGJB_260

:BURGJB_252
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_258
00BB: text_lowpriority 'BURG27'  5000 ms  1
0006: @102 =  1  ;; integer values
0002: jump BURGJB_260

:BURGJB_258
00BB: text_lowpriority 'BURG1'  5000 ms  1
0006: @102 =  3  ;; integer values

:BURGJB_260
0002: jump BURGJB_266

:BURGJB_261
0004: $8237 =  0  ;; integer values
0108: destroy_object @49
01C4: remove_references_to_object @49  ;; This object will now disappear when the player looks away
00BB: text_lowpriority 'BURG53'  5000 ms  1
0002: jump BURGJB_1161

:BURGJB_266
0006: @110 =  1  ;; integer values
0002: jump BURGJB_292

:BURGJB_268
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  0
0028:   $TIME_HOURS >=  20  ;; integer values
004D: jump_if_false BURGJB_281
008B: @88 = $TIME_HOURS  ;; integer values and handles
0012: @88 *=  60  ;; integer values 
005C: @88 += $TIME_MINS  ;; integer values 
0006: @36 =  1440  ;; integer values
0062: @36 -= @88  ;; integer values 
000A: @36 +=  360  ;; integer values
000A: @36 +=  1  ;; integer values
0012: @36 *=  1000  ;; integer values 
008A: $8235 = @36  ;; integer values and handles

:BURGJB_281
00D6: if  0
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false BURGJB_292
008B: @88 = $TIME_HOURS  ;; integer values and handles
0012: @88 *=  60  ;; integer values 
005C: @88 += $TIME_MINS  ;; integer values 
0006: @36 =  360  ;; integer values
0062: @36 -= @88  ;; integer values 
000A: @36 +=  1  ;; integer values
0012: @36 *=  1000  ;; integer values 
008A: $8235 = @36  ;; integer values and handles

:BURGJB_292
0002: jump BURGJB_326

:BURGJB_293
00D6: if  0
0038:   $8237 ==  0  ;; integer values
004D: jump_if_false BURGJB_326
00BE: text_clear_all
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_301
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_301
016A: fade  0 ()  1000 ms

:BURGJB_302
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_307
0001: wait  0 ms
0002: jump BURGJB_302

:BURGJB_307
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_312
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:BURGJB_312
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_316
02EB: restore_camera_with_jumpcut

:BURGJB_316
016A: fade  1 (back)  1000 ms

:BURGJB_317
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_322
0001: wait  0 ms
0002: jump BURGJB_317

:BURGJB_322
00BB: text_lowpriority 'BURG53'  5000 ms  1
0108: destroy_object @49
01C4: remove_references_to_object @49  ;; This object will now disappear when the player looks away
0002: jump BURGJB_1161

:BURGJB_326
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false BURGJB_1079
0050: gosub BURGJB_1098
077E: @37 = active_interior
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false BURGJB_339
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_339
00BB: text_lowpriority 'BURG62'  5000 ms  1
0002: jump BURGJB_1161

:BURGJB_339
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false BURGJB_373
00D6: if  1
010F:   player $PLAYER_CHAR wanted_level >  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_353
00D6: if  0
8039:   NOT   @102 ==  5  ;; integer values
004D: jump_if_false BURGJB_352
00BE: text_clear_all
00BB: text_lowpriority 'BURG50'  5000 ms  1
0006: @102 =  5  ;; integer values

:BURGJB_352
0002: jump BURGJB_372

:BURGJB_353
00D6: if  0
8039:   NOT   @102 ==  2  ;; integer values
004D: jump_if_false BURGJB_372
00BE: text_clear_all
00D6: if  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_367
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_365
00BB: text_lowpriority 'BURG4'  5000 ms  1
0002: jump BURGJB_366

:BURGJB_365
00BB: text_lowpriority 'BURG26'  5000 ms  1

:BURGJB_366
0002: jump BURGJB_371

:BURGJB_367
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_371
00BB: text_lowpriority 'BURG29'  5000 ms  1

:BURGJB_371
0006: @102 =  2  ;; integer values

:BURGJB_372
0002: jump BURGJB_429

:BURGJB_373
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_411
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_389
00D6: if  0
8039:   NOT   @102 ==  1  ;; integer values
004D: jump_if_false BURGJB_388
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false BURGJB_388
00BE: text_clear_all
00BB: text_lowpriority 'BURG27'  5000 ms  1
0006: @102 =  1  ;; integer values

:BURGJB_388
0002: jump BURGJB_410

:BURGJB_389
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false BURGJB_399
00D6: if  0
8039:   NOT   @102 ==  4  ;; integer values
004D: jump_if_false BURGJB_398
00BE: text_clear_all
00BB: text_lowpriority 'BURG30'  5000 ms  1
0006: @102 =  4  ;; integer values

:BURGJB_398
0002: jump BURGJB_410

:BURGJB_399
00D6: if  0
8039:   NOT   @102 ==  3  ;; integer values
004D: jump_if_false BURGJB_410
00BE: text_clear_all
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false BURGJB_408
00BB: text_lowpriority 'BURG29'  5000 ms  1
0002: jump BURGJB_409

:BURGJB_408
00BB: text_lowpriority 'BURG31'  5000 ms  1

:BURGJB_409
0006: @102 =  3  ;; integer values

:BURGJB_410
0002: jump BURGJB_429

:BURGJB_411
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_424
00D6: if  0
8039:   NOT   @102 ==  1  ;; integer values
004D: jump_if_false BURGJB_423
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false BURGJB_423
00BE: text_clear_all
00BB: text_lowpriority 'BURG27'  5000 ms  1
0006: @102 =  1  ;; integer values

:BURGJB_423
0002: jump BURGJB_429

:BURGJB_424
00D6: if  0
8039:   NOT   @102 ==  3  ;; integer values
004D: jump_if_false BURGJB_429
00BB: text_lowpriority 'BURG1'  5000 ms  1
0006: @102 =  3  ;; integer values

:BURGJB_429
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1055
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false BURGJB_476
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_452
0006: @93 =  0  ;; integer values
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BURGJB_444
0164: disable_marker @51
0006: @99 =  0  ;; integer values

:BURGJB_444
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false BURGJB_451
0186: @52 = create_marker_above_car @50
018B: show_on_radar @52  2
07E0: @52  1 
0006: @97 =  1  ;; integer values

:BURGJB_451
0002: jump BURGJB_476

:BURGJB_452
0006: @93 =  1  ;; integer values
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false BURGJB_459
0006: @108 =  0  ;; integer values
0164: disable_marker @52
0006: @97 =  0  ;; integer values

:BURGJB_459
00D6: if  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_476
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false BURGJB_471
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BURGJB_470
0164: disable_marker @51
0006: @99 =  0  ;; integer values

:BURGJB_470
0002: jump BURGJB_476

:BURGJB_471
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false BURGJB_476
018A: @51 = create_checkpoint_at @54(@35,3f) @57(@35,3f) @60(@35,3f)
0006: @99 =  1  ;; integer values

:BURGJB_476
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false BURGJB_527
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  0  ;; integer values
004D: jump_if_false BURGJB_485
0006: @35 =  0  ;; integer values
0002: jump BURGJB_525

:BURGJB_485
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  1  ;; integer values
004D: jump_if_false BURGJB_504
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
07EF: @63 @64 @65 @35 
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false BURGJB_495
000E: @35 -=  1  ;; integer values
0002: jump BURGJB_503

:BURGJB_495
050A: @42 = distance_between @63 @64 @65 and @54 @57 @60 
0006: @35 =  0  ;; integer values
0087: @43 = @42  ;; floating-point values only
050A: @42 = distance_between @63 @64 @65 and @55 @58 @61 
00D6: if  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false BURGJB_503
0006: @35 =  1  ;; integer values

:BURGJB_503
0002: jump BURGJB_525

:BURGJB_504
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
07EF: @63 @64 @65 @35 
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false BURGJB_511
000E: @35 -=  1  ;; integer values
0002: jump BURGJB_525

:BURGJB_511
050A: @42 = distance_between @63 @64 @65 and @54 @57 @60 
0006: @35 =  0  ;; integer values
0087: @43 = @42  ;; floating-point values only
050A: @42 = distance_between @63 @64 @65 and @55 @58 @61 
00D6: if  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false BURGJB_520
0006: @35 =  1  ;; integer values
0087: @43 = @42  ;; floating-point values only

:BURGJB_520
050A: @42 = distance_between @63 @64 @65 and @56 @59 @62 
00D6: if  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false BURGJB_525
0006: @35 =  2  ;; integer values

:BURGJB_525
02FA: garage $8229(@35,3s) change_to_type  19
0006: @108 =  1  ;; integer values

:BURGJB_527
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_719
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point @54(@35,3f) @57(@35,3f) @60(@35,3f) radius  20.0  20.0  4.0
01AF:   car @50  0 ()near_point @54(@35,3f) @57(@35,3f) @60(@35,3f) radius  20.0  20.0  4.0
004D: jump_if_false BURGJB_715
00D6: if  0
83B0:   NOT   garage $8229(@35,3s) door_open
004D: jump_if_false BURGJB_538
0360: open_garage $8229(@35,3s)

:BURGJB_538
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false BURGJB_714
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false BURGJB_714
00D6: if  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_714
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false BURGJB_558
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BURGJB_557
00BE: text_clear_all
00BB: text_lowpriority 'BURG50'  5000 ms  1
0164: disable_marker @51
0006: @99 =  0  ;; integer values

:BURGJB_557
0002: jump BURGJB_714

:BURGJB_558
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false BURGJB_566
00BE: text_clear_all
00BB: text_lowpriority 'BURG26'  5000 ms  1
018A: @51 = create_checkpoint_at @54(@35,3f) @57(@35,3f) @60(@35,3f)
0006: @99 =  1  ;; integer values
0002: jump BURGJB_714

:BURGJB_566
00BB: text_lowpriority 'BURG40'  1000 ms  1
00D6: if  0
0100:   actor $PLAYER_ACTOR near_point_in_car @76(@35,3f) @79(@35,3f) @82(@35,3f) radius  2.9  3.2  5.0 sphere  1
004D: jump_if_false BURGJB_714
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00BE: text_clear_all
0395: clear_area  1 at @76(@35,3f) @79(@35,3f) @82(@35,3f) range  10.0
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false BURGJB_579
014F: stop_timer $8237
0004: $8237 =  999999  ;; integer values

:BURGJB_579
00D6: if  0
83B1:   NOT   garage $8229(@35,3s) door_closed
004D: jump_if_false BURGJB_583
0361: close_garage $8229(@35,3s)

:BURGJB_583
0006: @104 =  0  ;; integer values

:BURGJB_584
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false BURGJB_593
0001: wait  0 ms
00D6: if  0
03B1:   garage $8229(@35,3s) door_closed
004D: jump_if_false BURGJB_592
0006: @104 =  1  ;; integer values

:BURGJB_592
0002: jump BURGJB_584

:BURGJB_593
0164: disable_marker @51
0085: @34 = @48  ;; integer values and handles
0012: @34 *=  20  ;; integer values 
006A: @34 *= @48  ;; integer values
005E: $1791 += @48  ;; integer values 
005E: $1790 += @34  ;; integer values 
008F: @45 = integer_to_float $1790  
0093: @46 = integer_to_float @34  
005A: @47 += @48  ;; integer values 
005E: $8228 += @34  ;; integer values 
0628:  40 @46 
0624:  41 @46 
0623: add @48 to_stats  194
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false BURGJB_634
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_613
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_613
016A: fade  0 ()  1000 ms

:BURGJB_614
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_619
0001: wait  0 ms
0002: jump BURGJB_614

:BURGJB_619
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_624
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:BURGJB_624
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_627

:BURGJB_627
016A: fade  1 (back)  1000 ms

:BURGJB_628
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_633
0001: wait  0 ms
0002: jump BURGJB_628

:BURGJB_633
0002: jump BURGJB_662

:BURGJB_634
00D6: if  1
0028:   $1790 >=  10000  ;; integer values
0038:   $1490 ==  0  ;; integer values
004D: jump_if_false BURGJB_662
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_642
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_642
016A: fade  0 ()  1000 ms

:BURGJB_643
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_648
0001: wait  0 ms
0002: jump BURGJB_643

:BURGJB_648
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_653
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:BURGJB_653
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_656

:BURGJB_656
016A: fade  1 (back)  1000 ms

:BURGJB_657
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_662
0001: wait  0 ms
0002: jump BURGJB_657

:BURGJB_662
097A: -1000.0 -1000.0 -1000.0  1058 
00D6: if  0
001B:    2 > @48  ;; integer values
004D: jump_if_false BURGJB_668
036D: text_2numbers_styled 'BURG39' @48 @34  5000 ms  6
0002: jump BURGJB_669

:BURGJB_668
036D: text_2numbers_styled 'BURG36' @48 @34  5000 ms  6

:BURGJB_669
0109: player $PLAYER_CHAR money += @34
0006: @32 =  0  ;; integer values

:BURGJB_671
00D6: if  21
076F: (unknown)
001B:    4000 > @32  ;; integer values
004D: jump_if_false BURGJB_677
0001: wait  0 ms
0002: jump BURGJB_671

:BURGJB_677
00D6: if  0
83B0:   NOT   garage $8229(@35,3s) door_open
004D: jump_if_false BURGJB_681
0360: open_garage $8229(@35,3s)

:BURGJB_681
0006: @104 =  0  ;; integer values

:BURGJB_682
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false BURGJB_691
0001: wait  0 ms
00D6: if  0
03B0:   garage $8229(@35,3s) door_open
004D: jump_if_false BURGJB_690
0006: @104 =  1  ;; integer values

:BURGJB_690
0002: jump BURGJB_682

:BURGJB_691
00D6: if  1
0028:   $1790 >=  10000  ;; integer values
0038:   $1490 ==  0  ;; integer values
004D: jump_if_false BURGJB_699
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0002: jump BURGJB_1164
0002: jump BURGJB_707

:BURGJB_699
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_703
00BB: text_lowpriority 'BURG29'  5000 ms  1

:BURGJB_703
0006: @99 =  0  ;; integer values
0006: @34 =  0  ;; integer values
0006: @48 =  0  ;; integer values
0006: @105 =  0  ;; integer values

:BURGJB_707
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false BURGJB_714
0002: jump BURGJB_1161
0004: $8237 =  0  ;; integer values

:BURGJB_714
0002: jump BURGJB_719

:BURGJB_715
00D6: if  0
83B1:   NOT   garage $8229(@35,3s) door_closed
004D: jump_if_false BURGJB_719
0361: close_garage $8229(@35,3s)

:BURGJB_719
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false BURGJB_786
00D6: if  0
0867:  0 
004D: jump_if_false BURGJB_745
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false BURGJB_743
094C: $PLAYER_ACTOR @69 @70 @71 @72 
00A0: store_actor $PLAYER_ACTOR position_to @73 @74 @75
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_738
00D6: if  0
0737: $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_738
077E: @37 = active_interior
0566: object @49 set_interior @37

:BURGJB_738
0164: disable_marker @52
0489: unknown_actor $PLAYER_ACTOR flag  1
075B:  90 
010B: @39 = player $PLAYER_CHAR money
0006: @107 =  1  ;; integer values

:BURGJB_743
0006: @92 =  1  ;; integer values
0002: jump BURGJB_786

:BURGJB_745
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false BURGJB_785
0489: unknown_actor $PLAYER_ACTOR flag  0
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_757
00D6: if  0
0737: $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_757
077E: @37 = active_interior
0566: object @49 set_interior @37

:BURGJB_757
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_762
0186: @52 = create_marker_above_car @50
07E0: @52  1 

:BURGJB_762
075B:  0 
0006: @107 =  0  ;; integer values
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_785
0006: @112 =  1  ;; integer values
00D6: if  0
0045:   @85 == @69  ;; floating-point values 
004D: jump_if_false BURGJB_778
00D6: if  0
0045:   @86 == @70  ;; floating-point values 
004D: jump_if_false BURGJB_778
00D6: if  0
0045:   @87 == @71  ;; floating-point values 
004D: jump_if_false BURGJB_778
0006: @112 =  0  ;; integer values

:BURGJB_778
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false BURGJB_785
0087: @85 = @69  ;; floating-point values only
0087: @86 = @70  ;; floating-point values only
0087: @87 = @71  ;; floating-point values only
0623: add  1 to_stats  191

:BURGJB_785
0006: @92 =  0  ;; integer values

:BURGJB_786
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false BURGJB_895
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false BURGJB_895
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false BURGJB_825
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
0866: @63 @64 @65  5.0 @49 
00D6: if  0
8039:   NOT   @49 == -1  ;; integer values
004D: jump_if_false BURGJB_824
00D6: if  0
0737: $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_810
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_808
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_808
0006: @94 =  1  ;; integer values
0002: jump BURGJB_824

:BURGJB_810
00D6: if  0
0475: $PLAYER_ACTOR @49  1.7  1.7  2.0  0 
004D: jump_if_false BURGJB_819
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BURGJB_818
0512: permanent_text_box 'BURG23'
0006: @100 =  1  ;; integer values

:BURGJB_818
0002: jump BURGJB_824

:BURGJB_819
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_824
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_824
0002: jump BURGJB_834

:BURGJB_825
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_833
00D6: if  0
8737:   NOT $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_832
0006: @94 =  0  ;; integer values

:BURGJB_832
0002: jump BURGJB_834

:BURGJB_833
0006: @94 =  0  ;; integer values

:BURGJB_834
00D6: if  21
0038:   $1793 ==  1  ;; integer values
0039:   @98 ==  1  ;; integer values
004D: jump_if_false BURGJB_843
0004: $1793 =  0  ;; integer values
0006: @98 =  0  ;; integer values
0151: remove_status_text $8236
0004: $8236 =  10  ;; integer values
0006: @109 =  0  ;; integer values

:BURGJB_843
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false BURGJB_851
0151: remove_status_text $5293
0005: $1792 =  0.0  ;; floating-point values
0007: @41 =  0.0  ;; floating-point values
0004: $5293 =  0  ;; integer values
0006: @101 =  0  ;; integer values

:BURGJB_851
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_895
0407: create_coordinate @66 @67 @68 from_car @50 offset  0.0 -6.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @66 @67 @68 radius  3.5  3.5  2.0
004D: jump_if_false BURGJB_890
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BURGJB_863
0512: permanent_text_box 'BURG24'
0006: @100 =  1  ;; integer values

:BURGJB_863
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BURGJB_889
03E6: remove_text_box
000A: @48 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
0006: @104 =  0  ;; integer values
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_888

:BURGJB_873
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false BURGJB_884
00D6: if  22
8737:   NOT $PLAYER_ACTOR @49 
0118:   actor $PLAYER_ACTOR dead
0019:   @33 >  5000  ;; integer values
004D: jump_if_false BURGJB_882
0006: @104 =  1  ;; integer values

:BURGJB_882
0001: wait  0 ms
0002: jump BURGJB_873

:BURGJB_884
0108: destroy_object @49
01C4: remove_references_to_object @49  ;; This object will now disappear when the player looks away
097A: -1000.0 -1000.0 -1000.0  1058 
0006: @94 =  0  ;; integer values

:BURGJB_888
0006: @100 =  0  ;; integer values

:BURGJB_889
0002: jump BURGJB_895

:BURGJB_890
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_895
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_895
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false BURGJB_1054
00D6: if  1
0039:   @98 ==  0  ;; integer values
0038:   $1793 ==  0  ;; integer values
004D: jump_if_false BURGJB_961
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false BURGJB_913
0926: @111 = external_script_status  23 (BURG_BRAINS) 
00D6: if  0
0019:   @111 >  0  ;; integer values
004D: jump_if_false BURGJB_912
04F7: status_text $5293  1 line  2 'BURG25'
0489: unknown_actor $PLAYER_ACTOR flag  1
0006: @101 =  1  ;; integer values

:BURGJB_912
0002: jump BURGJB_960

:BURGJB_913
0926: @111 = external_script_status  23 (BURG_BRAINS) 
00D6: if  0
8039:   NOT   @111 ==  0  ;; integer values
004D: jump_if_false BURGJB_954
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
0855: -1 @63 @64 @65 $1792 
0011: $1792 *=  1.6  ;; floating-point values
00D6: if  0
0020:   $1792 >  20.0  ;; floating-point values
004D: jump_if_false BURGJB_925
000D: $1792 -=  20.0  ;; floating-point values
005D: @41 += $1792  ;; floating-point values 

:BURGJB_925
0013: @41 *=  .99  ;; floating-point values 
0090: $5293 = float_to_integer @41  
00D6: if  0
0028:   $5293 >=  100  ;; integer values
004D: jump_if_false BURGJB_937
0004: $5293 =  100  ;; integer values
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false BURGJB_936
01BD: @89 = current_time_in_ms
0006: @106 =  1  ;; integer values

:BURGJB_936
0002: jump BURGJB_942

:BURGJB_937
00D6: if  0
001A:    0 > $5293  ;; integer values
004D: jump_if_false BURGJB_941
0004: $5293 =  0  ;; integer values

:BURGJB_941
0006: @106 =  0  ;; integer values

:BURGJB_942
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false BURGJB_953
01BD: @90 = current_time_in_ms
0085: @91 = @90  ;; integer values and handles
0062: @91 -= @89  ;; integer values 
00D6: if  0
0019:   @91 >  200  ;; integer values
004D: jump_if_false BURGJB_953
0006: @98 =  1  ;; integer values
000A: @105 +=  1  ;; integer values

:BURGJB_953
0002: jump BURGJB_960

:BURGJB_954
0151: remove_status_text $5293
0005: $1792 =  0.0  ;; floating-point values
0007: @41 =  0.0  ;; floating-point values
0004: $5293 =  0  ;; integer values
0006: @101 =  0  ;; integer values
0489: unknown_actor $PLAYER_ACTOR flag  0

:BURGJB_960
0002: jump BURGJB_1007

:BURGJB_961
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false BURGJB_975
0151: remove_status_text $5293
0004: $8236 =  10  ;; integer values
00BE: text_clear_all
00BB: text_lowpriority 'BURG55'  5000 ms  1
04F7: status_text $8236  0 line  2 'BURG61'
01BD: @89 = current_time_in_ms
0005: $1792 =  0.0  ;; floating-point values
0007: @41 =  0.0  ;; floating-point values
0004: $5293 =  0  ;; integer values
0006: @101 =  0  ;; integer values
0002: jump BURGJB_1007

:BURGJB_975
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false BURGJB_1007
01BD: @90 = current_time_in_ms
0085: @91 = @90  ;; integer values and handles
0062: @91 -= @89  ;; integer values 
0016: @91 /=  1000  ;; integer values 
0004: $8236 =  10  ;; integer values
0066: $8236 -= @91  ;; integer values 
00D6: if  21
001A:    0 > $8236  ;; integer values
0038:   $8236 ==  0  ;; integer values
004D: jump_if_false BURGJB_998
0004: $8236 =  0  ;; integer values
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  4
004D: jump_if_false BURGJB_993
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3

:BURGJB_993
0006: @109 =  1  ;; integer values
00BE: text_clear_all
00BB: text_lowpriority 'BURG60'  5000 ms  1
0151: remove_status_text $8236
0002: jump BURGJB_1007

:BURGJB_998
03D5: remove_text 'BURG58'
03D5: remove_text 'BURG59'
09C1:  0 
00D6: if  0
0018:   $8236 >  1  ;; integer values
004D: jump_if_false BURGJB_1006
01E4: text_1number_lowpriority 'BURG58' $8236  1000 ms  1
0002: jump BURGJB_1007

:BURGJB_1006
01E4: text_1number_lowpriority 'BURG59' $8236  1000 ms  1

:BURGJB_1007
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false BURGJB_1042
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
0866: @63 @64 @65  5.0 @49 
00D6: if  0
8039:   NOT   @49 == -1  ;; integer values
004D: jump_if_false BURGJB_1041
00D6: if  0
0737: $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_1027
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_1025
00BE: text_clear_all
00BB: text_lowpriority 'BURG57'  5000 ms  1
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_1025
0006: @94 =  1  ;; integer values
0002: jump BURGJB_1041

:BURGJB_1027
00D6: if  0
0475: $PLAYER_ACTOR @49  1.7  1.7  2.0  0 
004D: jump_if_false BURGJB_1036
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BURGJB_1035
0512: permanent_text_box 'BURG23'
0006: @100 =  1  ;; integer values

:BURGJB_1035
0002: jump BURGJB_1041

:BURGJB_1036
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_1041
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_1041
0002: jump BURGJB_1054

:BURGJB_1042
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_1054
00D6: if  0
8737:   NOT $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_1054
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_1053
00BE: text_clear_all
00BB: text_lowpriority 'BURG30'  5000 ms  1

:BURGJB_1053
0006: @94 =  0  ;; integer values

:BURGJB_1054
0002: jump BURGJB_1078

:BURGJB_1055
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_1076
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_1062
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_1062
016A: fade  0 ()  1000 ms

:BURGJB_1063
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_1068
0001: wait  0 ms
0002: jump BURGJB_1063

:BURGJB_1068
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:BURGJB_1071
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_1076
0001: wait  0 ms
0002: jump BURGJB_1071

:BURGJB_1076
0002: jump BURGJB_1161
0006: @95 =  1  ;; integer values

:BURGJB_1078
0002: jump BURGJB_1097

:BURGJB_1079
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_1096
016A: fade  0 ()  1000 ms

:BURGJB_1083
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_1088
0001: wait  0 ms
0002: jump BURGJB_1083

:BURGJB_1088
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:BURGJB_1091
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_1096
0001: wait  0 ms
0002: jump BURGJB_1091

:BURGJB_1096
0002: jump BURGJB_1161

:BURGJB_1097
0002: jump BURGJB_131

:BURGJB_1098
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false BURGJB_1113
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false BURGJB_1112
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1112
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_1112
0006: @96 =  1  ;; integer values

:BURGJB_1112
0002: jump BURGJB_1123

:BURGJB_1113
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false BURGJB_1123
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1123
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_1123
0006: @96 =  1  ;; integer values

:BURGJB_1123
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false BURGJB_1160
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false BURGJB_1145
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false BURGJB_1144
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1144
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_1142
00BE: text_clear_all
00BC: text_highpriority 'BURG41'  5000 ms  1
0006: @95 =  1  ;; integer values
0002: jump BURGJB_1143

:BURGJB_1142
0006: @96 =  0  ;; integer values

:BURGJB_1143
0051: return

:BURGJB_1144
0002: jump BURGJB_1160

:BURGJB_1145
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false BURGJB_1160
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1160
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_1158
00BE: text_clear_all
00BC: text_highpriority 'BURG41'  5000 ms  1
0006: @95 =  1  ;; integer values
0002: jump BURGJB_1159

:BURGJB_1158
0006: @96 =  0  ;; integer values

:BURGJB_1159
0051: return

:BURGJB_1160
0051: return

:BURGJB_1161
00BA: text_styled 'B_FAIL1'  5000 ms  5
036D: text_2numbers_styled 'BURG37' @47 $8228  5000 ms  1
0051: return

:BURGJB_1164
00D6: if  0
0038:   $1490 ==  0  ;; integer values
004D: jump_if_false BURGJB_1173
0330: set_player $PLAYER_CHAR infinite_run_to  1 (true)
01E3: text_1number_styled 'BURG54'  3000  5000 ms  1
0109: player $PLAYER_CHAR money +=  3000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  2
0004: $1490 =  1  ;; integer values

:BURGJB_1173
0051: return
0051: return

:BURGJB_1175
0004: $2332 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BURGJB_1180
0489: unknown_actor $PLAYER_ACTOR flag  0

:BURGJB_1180
0A2D:  1 
09E6:  0 
02FA: garage s$8229 change_to_type  43
02FA: garage s$8229(1) change_to_type  43
02FA: garage s$8229(2) change_to_type  43
01C3: remove_references_to_car @50  ;; Like turning a car into any random car
0164: disable_marker @52
0164: disable_marker @51
0151: remove_status_text $5293
014F: stop_timer $8235
014F: stop_timer $8237
0151: remove_status_text $8228
0151: remove_status_text $8236
0004: $165 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return