;-------------Mission 124---------------
; Originally: Vigilante sub-mission


:M_124_1
0050: gosub M_124_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_124_7
00BA: text_styled 'M_FAIL'  5000 ms  1
0050: gosub COPCAR_2003

:M_124_7
0050: gosub COPCAR_2004
004E: end_thread

:M_124_9
0004: $ON_MISSION =  1  ;; integer values
03A4: name_thread 'COPCAR'
0001: wait  0 ms
00D6: if  0
0038:   $1488 ==  0  ;; integer values
004D: jump_if_false COPCAR_7
0317: increment_mission_attempts

:COPCAR_7
054C: use_GXT_table 'COPCAR'
0004: $8222 = -100  ;; integer values
0006: @58 =  0  ;; integer values
0006: @65 =  0  ;; integer values
0006: @62 =  0  ;; integer values
0006: @52 =  0  ;; integer values
0006: @53 =  0  ;; integer values
0006: @64 =  0  ;; integer values
0006: @54 =  0  ;; integer values
0006: @55 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @57 =  0  ;; integer values
0006: @59 =  0  ;; integer values
0006: @60 =  0  ;; integer values
0006: @61 =  0  ;; integer values
0006: @63 =  0  ;; integer values
0006: @90 =  0  ;; integer values
0007: @142 =  4.0  ;; floating-point values
0007: @144 =  0.0  ;; floating-point values
0007: @143 =  .9  ;; floating-point values
0006: @91 =  0  ;; integer values
008B: @51 = $8231  ;; integer values and handles
0005: $72 =  0.0  ;; floating-point values
0007: @124 =  0.0  ;; floating-point values
0007: @145 =  0.0  ;; floating-point values
0007: @146 =  0.0  ;; floating-point values
0007: @147 =  0.0  ;; floating-point values
0007: @148 =  0.0  ;; floating-point values
0007: @164 =  0.0  ;; floating-point values
0007: @165 =  0.0  ;; floating-point values
0007: @166 =  0.0  ;; floating-point values
0007: @167 =  0.0  ;; floating-point values
0007: @170 =  0.0  ;; floating-point values
0007: @171 =  0.0  ;; floating-point values
0007: @172 =  0.0  ;; floating-point values
0007: @173 =  0.0  ;; floating-point values
04AF: @176 = unknown_wav_reference  521 
04AF: @177 = unknown_wav_reference  522 
04AF: @178 = unknown_wav_reference  461 
04AF: @179 = unknown_wav_reference  462 
04AF: @180 = unknown_wav_reference  463 
04AF: @181 = unknown_wav_reference  468 
04AF: @182 = unknown_wav_reference  581 
04AF: @183 = unknown_wav_reference  586 
04AF: @184 = unknown_wav_reference  411 
04AF: @185 = unknown_wav_reference  415 
04AF: @186 = unknown_wav_reference  429 
04AF: @187 = unknown_wav_reference  451 
04AF: @188 = unknown_wav_reference  477 
04AF: @189 = unknown_wav_reference  480 
04AF: @190 = unknown_wav_reference  506 
04AF: @191 = unknown_wav_reference  541 
04AF: @192 = unknown_wav_reference  603 
04AF: @193 = unknown_wav_reference  400 
04AF: @194 = unknown_wav_reference  401 
04AF: @195 = unknown_wav_reference  402 
04AF: @196 = unknown_wav_reference  410 
04AF: @197 = unknown_wav_reference  412 
04AF: @198 = unknown_wav_reference  413 
04AF: @199 = unknown_wav_reference  419 
04AF: @200 = unknown_wav_reference  422 
04AF: @201 = unknown_wav_reference  424 
04AF: @202 = unknown_wav_reference  434 
04AF: @203 = unknown_wav_reference  436 
04AF: @204 = unknown_wav_reference  439 
04AF: @205 = unknown_wav_reference  440 
04AF: @206 = unknown_wav_reference  474 
04AF: @207 = unknown_wav_reference  475 
04AF: @208 = unknown_wav_reference  478 
04AF: @209 = unknown_wav_reference  482 
04AF: @210 = unknown_wav_reference  483 
04AF: @211 = unknown_wav_reference  489 
04AF: @212 = unknown_wav_reference  491 
04AF: @213 = unknown_wav_reference  496 
04AF: @214 = unknown_wav_reference  500 
04AF: @215 = unknown_wav_reference  517 
04AF: @216 = unknown_wav_reference  518 
04AF: @217 = unknown_wav_reference  526 
04AF: @218 = unknown_wav_reference  527 
04AF: @219 = unknown_wav_reference  533 
04AF: @220 = unknown_wav_reference  534 
04AF: @221 = unknown_wav_reference  535 
04AF: @222 = unknown_wav_reference  536 
04AF: @223 = unknown_wav_reference  542 
04AF: @224 = unknown_wav_reference  543 
04AF: @225 = unknown_wav_reference  545 
04AF: @226 = unknown_wav_reference  549 
04AF: @227 = unknown_wav_reference  554 
04AF: @228 = unknown_wav_reference  555 
04AF: @229 = unknown_wav_reference  558 
04AF: @230 = unknown_wav_reference  559 
04AF: @231 = unknown_wav_reference  562 
04AF: @232 = unknown_wav_reference  565 
04AF: @233 = unknown_wav_reference  567 
04AF: @234 = unknown_wav_reference  575 
04AF: @235 = unknown_wav_reference  576 
04AF: @236 = unknown_wav_reference  579 
04AF: @237 = unknown_wav_reference  587 
04AF: @238 = unknown_wav_reference  589 
04AF: @239 = unknown_wav_reference  600 
04AF: @240 = unknown_wav_reference  602 
04AF: @241 = unknown_wav_reference  605 
04AF: @242 = unknown_wav_reference  442 
04AF: @243 = unknown_wav_reference  404 
04AF: @244 = unknown_wav_reference  405 
04AF: @245 = unknown_wav_reference  418 
04AF: @246 = unknown_wav_reference  421 
04AF: @247 = unknown_wav_reference  426 
04AF: @248 = unknown_wav_reference  445 
04AF: @249 = unknown_wav_reference  458 
04AF: @250 = unknown_wav_reference  466 
04AF: @251 = unknown_wav_reference  467 
04AF: @252 = unknown_wav_reference  479 
04AF: @253 = unknown_wav_reference  492 
04AF: @254 = unknown_wav_reference  507 
04AF: @255 = unknown_wav_reference  516 
04AF: @256 = unknown_wav_reference  529 
04AF: @257 = unknown_wav_reference  540 
04AF: @258 = unknown_wav_reference  546 
04AF: @259 = unknown_wav_reference  547 
04AF: @260 = unknown_wav_reference  550 
04AF: @261 = unknown_wav_reference  551 
04AF: @262 = unknown_wav_reference  560 
04AF: @263 = unknown_wav_reference  561 
04AF: @264 = unknown_wav_reference  580 
04AF: @265 = unknown_wav_reference  585 
04AF: @266 = unknown_wav_reference  604 
0247: request_model #COLT45
0247: request_model #MICRO_UZI
0247: request_model #AK47
0247: request_model #CHROMEGUN
0247: request_model #BAT
038B: load_requested_models

:COPCAR_141
00D6: if  23
8248:   NOT   model #COLT45 available
8248:   NOT   model #MICRO_UZI available
8248:   NOT   model #AK47 available
8248:   NOT   model #CHROMEGUN available
004D: jump_if_false COPCAR_149
0001: wait  0 ms
0002: jump COPCAR_141

:COPCAR_149
00D6: if  0
8248:   NOT   model #BAT available
004D: jump_if_false COPCAR_154
0001: wait  0 ms
0002: jump COPCAR_149

:COPCAR_154
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_159
03C0: @34 = actor $PLAYER_ACTOR car
053F: set_car @34 tires_vulnerable  0

:COPCAR_159
07E5: unknown_copy_entity -1 @267 
0708: unknown_add_entity_item @267  41 
07E6: unknown_copy_group -1 @268 
0749: unknown_group_add_item @268  41 

:COPCAR_163
0006: @73 =  0  ;; integer values
0006: @82 =  0  ;; integer values
0006: @89 =  0  ;; integer values
0006: @52 =  0  ;; integer values
0006: @269 =  0  ;; integer values
0006: @66 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @69 =  0  ;; integer values
0006: @70 =  0  ;; integer values
0006: @71 =  0  ;; integer values
0006: @74 =  0  ;; integer values
0006: @75 =  0  ;; integer values
0006: @76 =  0  ;; integer values
0006: @77 =  0  ;; integer values
0006: @78 =  0  ;; integer values
0006: @79 =  0  ;; integer values
0006: @80 =  0  ;; integer values
0006: @83 =  0  ;; integer values
0006: @174 =  0  ;; integer values
0006: @175 =  0  ;; integer values
0006: @84 =  0  ;; integer values
0006: @85 =  0  ;; integer values
0006: @86 =  0  ;; integer values
0006: @87 =  0  ;; integer values
0007: @128 =  0.0  ;; floating-point values
0007: @129 =  0.0  ;; floating-point values
0007: @130 =  0.0  ;; floating-point values
0007: @131 =  0.0  ;; floating-point values
0006: @270 =  0  ;; integer values
0050: gosub COPCAR_2033
0209: @271 = random_int  9  255

:COPCAR_195
00D6: if  22
04A4: @271  105 
04A4: @271  106 
04A4: @271  107 
004D: jump_if_false COPCAR_202
0209: @271 = random_int  9  255
0002: jump COPCAR_195

:COPCAR_202
00D6: if  0
87DE:   NOT @271 
004D: jump_if_false COPCAR_214
0209: @271 = random_int  9  255

:COPCAR_206
00D6: if  22
04A4: @271  105 
04A4: @271  106 
04A4: @271  107 
004D: jump_if_false COPCAR_213
0209: @271 = random_int  9  255
0002: jump COPCAR_206

:COPCAR_213
0002: jump COPCAR_202

:COPCAR_214
0247: request_model @271

:COPCAR_215
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_220
0002: jump COPCAR_2003

:COPCAR_220
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $75
0086: $73 = $69  ;; floating-point values only
000D: $73 -=  800.0  ;; floating-point values
0089: @272 = $69  ;; floating-point values only
000B: @272 +=  800.0  ;; floating-point values
0208: @104 = random_float $73 @272
0086: $74 = $70  ;; floating-point values only
000D: $74 -=  800.0  ;; floating-point values
0089: @273 = $70  ;; floating-point values only
000B: @273 +=  800.0  ;; floating-point values
0208: @105 = random_float $74 @273
0007: @106 =  10.0  ;; floating-point values
00D6: if  0
001B:    4 > @51  ;; integer values
004D: jump_if_false COPCAR_237
03D3: point @104 @105 @106 get_nearby_vector @104 @105 @106 @113
000B: @106 +=  .5  ;; floating-point values

:COPCAR_237
00D6: if  1
0019:   @51 >  3  ;; integer values
001B:    8 > @51  ;; integer values
004D: jump_if_false COPCAR_281
04B9: unknown_stuff @104 @105 @106  8.0  500.0 @104 @105 @106 @107 @108 @109 @113
00D6: if  3
0043:   @104 ==  0.0  ;; floating-point values
0043:   @105 ==  0.0  ;; floating-point values
0043:   @107 ==  0.0  ;; floating-point values
0043:   @108 ==  0.0  ;; floating-point values
004D: jump_if_false COPCAR_250
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_250
0087: @125 = @107  ;; floating-point values only
0063: @125 -= @104  ;; floating-point values 
0087: @126 = @108  ;; floating-point values only
0063: @126 -= @105  ;; floating-point values 
0087: @140 = @125  ;; floating-point values only
006B: @140 *= @125  ;; floating-point values
0087: @141 = @126  ;; floating-point values only
006B: @141 *= @126  ;; floating-point values
0087: @127 = @140  ;; floating-point values only
005B: @127 += @141  ;; floating-point values 
01FB: @127 = square_root @127
0007: @149 =  8.0  ;; floating-point values
0073: @149 /= @127  ;; floating-point values 
0087: @140 = @125  ;; floating-point values only
006B: @140 *= @149  ;; floating-point values
0087: @107 = @104  ;; floating-point values only
005B: @107 += @140  ;; floating-point values 
0087: @141 = @126  ;; floating-point values only
006B: @141 *= @149  ;; floating-point values
0087: @108 = @105  ;; floating-point values only
005B: @108 += @141  ;; floating-point values 
0007: @149 =  2.0  ;; floating-point values
0073: @149 /= @127  ;; floating-point values 
0087: @140 = @125  ;; floating-point values only
006B: @140 *= @149  ;; floating-point values
005B: @104 += @140  ;; floating-point values 
0087: @141 = @126  ;; floating-point values only
006B: @141 *= @149  ;; floating-point values
005B: @105 += @141  ;; floating-point values 
000B: @106 +=  .5  ;; floating-point values
000B: @109 +=  .5  ;; floating-point values

:COPCAR_281
00D6: if  0
0019:   @51 >  7  ;; integer values
004D: jump_if_false COPCAR_337
04B9: unknown_stuff @104 @105 @106  13.0  500.0 @104 @105 @106 @110 @111 @112 @113
00D6: if  3
0043:   @104 ==  0.0  ;; floating-point values
0043:   @105 ==  0.0  ;; floating-point values
0043:   @110 ==  0.0  ;; floating-point values
0043:   @111 ==  0.0  ;; floating-point values
004D: jump_if_false COPCAR_293
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_293
0087: @125 = @110  ;; floating-point values only
0063: @125 -= @104  ;; floating-point values 
0087: @126 = @111  ;; floating-point values only
0063: @126 -= @105  ;; floating-point values 
0087: @140 = @125  ;; floating-point values only
006B: @140 *= @125  ;; floating-point values
0087: @141 = @126  ;; floating-point values only
006B: @141 *= @126  ;; floating-point values
0087: @127 = @140  ;; floating-point values only
005B: @127 += @141  ;; floating-point values 
01FB: @127 = square_root @127
0007: @149 =  13.0  ;; floating-point values
0073: @149 /= @127  ;; floating-point values 
0087: @140 = @125  ;; floating-point values only
006B: @140 *= @149  ;; floating-point values
0087: @110 = @104  ;; floating-point values only
005B: @110 += @140  ;; floating-point values 
0087: @141 = @126  ;; floating-point values only
006B: @141 *= @149  ;; floating-point values
0087: @111 = @105  ;; floating-point values only
005B: @111 += @141  ;; floating-point values 
0007: @149 =  2.0  ;; floating-point values
0073: @149 /= @127  ;; floating-point values 
0087: @140 = @125  ;; floating-point values only
006B: @140 *= @149  ;; floating-point values
005B: @104 += @140  ;; floating-point values 
0087: @141 = @126  ;; floating-point values only
006B: @141 *= @149  ;; floating-point values
005B: @105 += @141  ;; floating-point values 
0087: @107 = @104  ;; floating-point values only
0063: @107 -= @110  ;; floating-point values 
0017: @107 /=  2.0  ;; floating-point values 
005B: @107 += @110  ;; floating-point values 
0087: @108 = @105  ;; floating-point values only
0063: @108 -= @111  ;; floating-point values 
0017: @108 /=  2.0  ;; floating-point values 
005B: @108 += @111  ;; floating-point values 
0087: @109 = @106  ;; floating-point values only
0063: @109 -= @112  ;; floating-point values 
0017: @109 /=  2.0  ;; floating-point values 
005B: @109 += @112  ;; floating-point values 
000B: @106 +=  .5  ;; floating-point values
000B: @109 +=  .5  ;; floating-point values
000B: @112 +=  .5  ;; floating-point values

:COPCAR_337
00D6: if  0
0023:    1.0 > @106  ;; floating-point values
004D: jump_if_false COPCAR_342
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_342
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0509: @115 = distance between point $69 $70 and point @104 @105
00D6: if  21
0023:    150.0 > @115  ;; floating-point values
0021:   @115 >  800.0  ;; floating-point values
004D: jump_if_false COPCAR_350
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_350
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  0  ;; integer values
004D: jump_if_false COPCAR_388
00D6: if  1
0023:    78.4427 > @104  ;; floating-point values
0023:   -699.519 > @105  ;; floating-point values
004D: jump_if_false COPCAR_360
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_360
00D6: if  1
0023:   -252.6557 > @104  ;; floating-point values
0023:   -285.766 > @105  ;; floating-point values
004D: jump_if_false COPCAR_366
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_366
00D6: if  0
0023:   -948.3447 > @104  ;; floating-point values
004D: jump_if_false COPCAR_371
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_371
00D6: if  1
0021:   @104 >  1473.448  ;; floating-point values
0021:   @105 >  403.7353  ;; floating-point values
004D: jump_if_false COPCAR_377
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_377
00D6: if  0
0021:   @105 >  578.6325  ;; floating-point values
004D: jump_if_false COPCAR_382
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_382
00D6: if  1
0023:    837.5551 > @104  ;; floating-point values
0021:   @105 >  347.4097  ;; floating-point values
004D: jump_if_false COPCAR_388
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_388
00D6: if  0
001A:    2 > $ISLANDS_UNLOCKED  ;; integer values
004D: jump_if_false COPCAR_423
00D6: if  1
0021:   @104 >  1473.448  ;; floating-point values
0021:   @105 >  403.7353  ;; floating-point values
004D: jump_if_false COPCAR_397
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_397
00D6: if  1
0021:   @105 >  578.6325  ;; floating-point values
0021:   @104 > -1528.498  ;; floating-point values
004D: jump_if_false COPCAR_403
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_403
00D6: if  2
0023:    837.5551 > @104  ;; floating-point values
0021:   @104 > -1528.498  ;; floating-point values
0021:   @105 >  347.4097  ;; floating-point values
004D: jump_if_false COPCAR_410
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_410
00D6: if  0
0021:   @105 >  1380.0  ;; floating-point values
004D: jump_if_false COPCAR_415
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_415
00D6: if  3
0021:   @104 > -2702.72  ;; floating-point values
0021:   @105 >  1225.669  ;; floating-point values
0023:   -2663.146 > @104  ;; floating-point values
0023:    1654.808 > @105  ;; floating-point values
004D: jump_if_false COPCAR_423
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_423
00D6: if  3
0021:   @104 > -1735.751  ;; floating-point values
0021:   @105 > -696.0117  ;; floating-point values
0023:   -1192.817 > @104  ;; floating-point values
0023:    286.3584 > @105  ;; floating-point values
004D: jump_if_false COPCAR_431
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_431
00D6: if  3
0021:   @104 > -1192.817  ;; floating-point values
0021:   @105 > -521.9908  ;; floating-point values
0023:   -1125.656 > @104  ;; floating-point values
0023:    536.9476 > @105  ;; floating-point values
004D: jump_if_false COPCAR_439
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_439
00D6: if  3
0021:   @104 > -1125.656  ;; floating-point values
0021:   @105 > -329.59  ;; floating-point values
0023:   -1020.188 > @104  ;; floating-point values
0023:    536.9476 > @105  ;; floating-point values
004D: jump_if_false COPCAR_447
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_447
0099: $8224 = random_integer_0-to-65535

:COPCAR_448
00D6: if  0
0038:   $8224 ==  0  ;; integer values
004D: jump_if_false COPCAR_453
0099: $8224 = random_integer_0-to-65535
0002: jump COPCAR_448

:COPCAR_453
00D6: if  21
8248:   NOT   model @90 available
8248:   NOT   model @271 available
004D: jump_if_false COPCAR_464
0001: wait  0 ms
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_463
0002: jump COPCAR_2003

:COPCAR_463
0002: jump COPCAR_453

:COPCAR_464
00A5: @35 = create_car @90 at @104 @105 @106
0224: set_car @35 health_to  800
00AE: unknown_set_car @35 to_ignore_traffic_lights  2
00D6: if  0
0019:   @51 >  3  ;; integer values
004D: jump_if_false COPCAR_471
048B: unknown_car @35 timer $8224

:COPCAR_471
04BD: unknown_car @35  1
0175: set_car @35 z_angle_to @113
0428: unknown_car @35 flag  1

:COPCAR_474
00D6: if  0
04F1:   unknown_car_check @35
004D: jump_if_false COPCAR_488
0001: wait  0 ms
00D6: if  0
0119:   car @35 wrecked
004D: jump_if_false COPCAR_482
0002: jump COPCAR_2003

:COPCAR_482
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_487
0002: jump COPCAR_2003

:COPCAR_487
0002: jump COPCAR_474

:COPCAR_488
0129: @36 = create_actor  24 @271 in_car @35 driverseat
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false COPCAR_507
018A: @92 = create_checkpoint_at $73 $74 $75
018A: @93 = create_checkpoint_at $73 $74 $75
018A: @94 = create_checkpoint_at $73 $74 $75
018A: @95 = create_checkpoint_at $73 $74 $75
018A: @96 = create_checkpoint_at $73 $74 $75
018A: @97 = create_checkpoint_at $73 $74 $75
018A: @98 = create_checkpoint_at $73 $74 $75
018A: @99 = create_checkpoint_at $73 $74 $75
018A: @100 = create_checkpoint_at $73 $74 $75
018A: @101 = create_checkpoint_at $73 $74 $75
018A: @102 = create_checkpoint_at $73 $74 $75
018A: @103 = create_checkpoint_at $73 $74 $75
062F: @274 = create_group_type  0
062F: @275 = create_group_type  0
062F: @276 = create_group_type  0

:COPCAR_507
0164: disable_marker @92
0187: @92 = create_marker_above_actor @36
0085: @50 = @36  ;; integer values and handles
0050: gosub COPCAR_2445
00D6: if  0
0019:   @51 >  0  ;; integer values
004D: jump_if_false COPCAR_524
0632: release_group @274 
062F: @274 = create_group_type  4
0630: put_actor @36 in_group @274 as_leader 
06AD: unknown_group_use_entity @274 @268 
01C8: @37 = create_actor  24 @271 in_car @35 passenger_seat  0
0164: disable_marker @95
0187: @95 = create_marker_above_actor @37
0085: @50 = @37  ;; integer values and handles
0050: gosub COPCAR_2445
0002: jump COPCAR_525

:COPCAR_524
0006: @69 =  1  ;; integer values

:COPCAR_525
00D6: if  0
0019:   @51 >  1  ;; integer values
004D: jump_if_false COPCAR_534
01C8: @38 = create_actor  24 @271 in_car @35 passenger_seat  1
0164: disable_marker @96
0187: @96 = create_marker_above_actor @38
0085: @50 = @38  ;; integer values and handles
0050: gosub COPCAR_2445
0002: jump COPCAR_535

:COPCAR_534
0006: @70 =  1  ;; integer values

:COPCAR_535
00D6: if  0
0019:   @51 >  2  ;; integer values
004D: jump_if_false COPCAR_544
01C8: @39 = create_actor  24 @271 in_car @35 passenger_seat  2
0164: disable_marker @97
0187: @97 = create_marker_above_actor @39
0085: @50 = @39  ;; integer values and handles
0050: gosub COPCAR_2445
0002: jump COPCAR_545

:COPCAR_544
0006: @71 =  1  ;; integer values

:COPCAR_545
00D6: if  0
0019:   @51 >  3  ;; integer values
004D: jump_if_false COPCAR_575
00A5: @40 = create_car @90 at @107 @108 @109
04BD: unknown_car @40  1
0175: set_car @40 z_angle_to @113
0428: unknown_car @40 flag  1
00AE: unknown_set_car @40 to_ignore_traffic_lights  2
0224: set_car @40 health_to  800
048B: unknown_car @40 timer $8224

:COPCAR_555
00D6: if  0
04F1:   unknown_car_check @40
004D: jump_if_false COPCAR_569
0001: wait  0 ms
00D6: if  0
0119:   car @40 wrecked
004D: jump_if_false COPCAR_563
0002: jump COPCAR_2003

:COPCAR_563
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_568
0002: jump COPCAR_2003

:COPCAR_568
0002: jump COPCAR_555

:COPCAR_569
0129: @41 = create_actor  24 @271 in_car @40 driverseat
0085: @50 = @41  ;; integer values and handles
0050: gosub COPCAR_2445
0164: disable_marker @93
0187: @93 = create_marker_above_actor @41
0002: jump COPCAR_577

:COPCAR_575
0006: @82 =  1  ;; integer values
0006: @77 =  1  ;; integer values

:COPCAR_577
00D6: if  0
0019:   @51 >  4  ;; integer values
004D: jump_if_false COPCAR_590
0632: release_group @275 
062F: @275 = create_group_type  4
0630: put_actor @41 in_group @275 as_leader 
06AD: unknown_group_use_entity @275 @268 
01C8: @42 = create_actor  24 @271 in_car @40 passenger_seat  0
0164: disable_marker @98
0187: @98 = create_marker_above_actor @42
0085: @50 = @42  ;; integer values and handles
0050: gosub COPCAR_2445
0002: jump COPCAR_591

:COPCAR_590
0006: @78 =  1  ;; integer values

:COPCAR_591
00D6: if  0
0019:   @51 >  5  ;; integer values
004D: jump_if_false COPCAR_600
01C8: @43 = create_actor  24 @271 in_car @40 passenger_seat  1
0164: disable_marker @99
0187: @99 = create_marker_above_actor @43
0085: @50 = @43  ;; integer values and handles
0050: gosub COPCAR_2445
0002: jump COPCAR_601

:COPCAR_600
0006: @79 =  1  ;; integer values

:COPCAR_601
00D6: if  0
0019:   @51 >  6  ;; integer values
004D: jump_if_false COPCAR_610
01C8: @44 = create_actor  24 @271 in_car @40 passenger_seat  2
0164: disable_marker @100
0187: @100 = create_marker_above_actor @44
0085: @50 = @44  ;; integer values and handles
0050: gosub COPCAR_2445
0002: jump COPCAR_611

:COPCAR_610
0006: @80 =  1  ;; integer values

:COPCAR_611
00D6: if  0
0019:   @51 >  7  ;; integer values
004D: jump_if_false COPCAR_641
00A5: @45 = create_car @90 at @110 @111 @112
04BD: unknown_car @45  1
0175: set_car @45 z_angle_to @113
0428: unknown_car @45 flag  1
00AE: unknown_set_car @45 to_ignore_traffic_lights  2
0224: set_car @45 health_to  800
048B: unknown_car @45 timer $8224

:COPCAR_621
00D6: if  0
04F1:   unknown_car_check @45
004D: jump_if_false COPCAR_635
0001: wait  0 ms
00D6: if  0
0119:   car @45 wrecked
004D: jump_if_false COPCAR_629
0002: jump COPCAR_2003

:COPCAR_629
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_634
0002: jump COPCAR_2003

:COPCAR_634
0002: jump COPCAR_621

:COPCAR_635
0129: @46 = create_actor  24 @271 in_car @45 driverseat
0085: @50 = @46  ;; integer values and handles
0050: gosub COPCAR_2445
0164: disable_marker @94
0187: @94 = create_marker_above_actor @46
0002: jump COPCAR_643

:COPCAR_641
0006: @89 =  1  ;; integer values
0006: @84 =  1  ;; integer values

:COPCAR_643
00D6: if  0
0019:   @51 >  8  ;; integer values
004D: jump_if_false COPCAR_656
0632: release_group @276 
062F: @276 = create_group_type  4
0630: put_actor @46 in_group @276 as_leader 
06AD: unknown_group_use_entity @276 @268 
01C8: @47 = create_actor  24 @271 in_car @45 passenger_seat  0
0164: disable_marker @101
0187: @101 = create_marker_above_actor @47
0085: @50 = @47  ;; integer values and handles
0050: gosub COPCAR_2445
0002: jump COPCAR_657

:COPCAR_656
0006: @85 =  1  ;; integer values

:COPCAR_657
00D6: if  0
0019:   @51 >  9  ;; integer values
004D: jump_if_false COPCAR_666
01C8: @48 = create_actor  24 @271 in_car @45 passenger_seat  1
0164: disable_marker @102
0187: @102 = create_marker_above_actor @48
0085: @50 = @48  ;; integer values and handles
0050: gosub COPCAR_2445
0002: jump COPCAR_667

:COPCAR_666
0006: @86 =  1  ;; integer values

:COPCAR_667
00D6: if  0
0019:   @51 >  10  ;; integer values
004D: jump_if_false COPCAR_676
01C8: @49 = create_actor  24 @271 in_car @45 passenger_seat  2
0164: disable_marker @103
0187: @103 = create_marker_above_actor @49
0085: @50 = @49  ;; integer values and handles
0050: gosub COPCAR_2445
0002: jump COPCAR_677

:COPCAR_676
0006: @87 =  1  ;; integer values

:COPCAR_677
0249: release_model @90
0249: release_model @271
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false COPCAR_683
00A0: store_actor @36 position_to @116 @117 $75

:COPCAR_683
0843: @116 @117 $75 s$8225 
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false COPCAR_689
0384: text_1string 'C_BREIF' s$8225  5000 ms  1
0002: jump COPCAR_690

:COPCAR_689
0384: text_1string 'C_BREIS' s$8225  5000 ms  1

:COPCAR_690
03AA: play_suspect_last_seen_at @116 @117 $75
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0086: $3404 = $69  ;; floating-point values only
0067: $3404 -= @116  ;; floating-point values
0086: $3405 = $70  ;; floating-point values only
0067: $3405 -= @117  ;; floating-point values
0069: $3404 *= $3404  ;; floating-point values
0069: $3405 *= $3405  ;; floating-point values
0089: @114 = $3405  ;; floating-point values only
005D: @114 += $3405  ;; floating-point values 
01FB: @114 = square_root @114
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER
004D: jump_if_false COPCAR_706
0007: @142 =  8.0  ;; floating-point values
0002: jump COPCAR_707

:COPCAR_706
0007: @142 =  4.0  ;; floating-point values

:COPCAR_707
005B: @142 += @144  ;; floating-point values 
0073: @114 /= @142  ;; floating-point values 
0013: @114 *=  1000.0  ;; floating-point values 
0092: @63 = float_to_integer @114  
00D6: if  0
001B:    40000 > @63  ;; integer values
004D: jump_if_false COPCAR_715
0006: @63 =  40000  ;; integer values

:COPCAR_715
005E: $8222 += @63  ;; integer values 
0016: @63 /=  1000  ;; integer values 
008A: $8227 = @51  ;; integer values and handles
0008: $8227 +=  1  ;; integer values
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false COPCAR_725
09EE:  1 
01E3: text_1number_styled 'A_TIME' @63  4000 ms  6
0002: jump COPCAR_734

:COPCAR_725
00D6: if  0
001A:    45000 > $8222  ;; integer values
004D: jump_if_false COPCAR_729
0004: $8222 =  45000  ;; integer values

:COPCAR_729
0008: $8222 +=  30000  ;; integer values
03C3: set_timer_with_text_to $8222 type  1 text 'COPTIME'
0006: @65 =  1  ;; integer values
04F7: status_text $8227  0 line  1 'COPLEVL'
04F7: status_text $8223  0 line  2 'KILLS'

:COPCAR_734
01BD: $16 = current_time_in_ms
008B: @72 = $16  ;; integer values and handles
008B: @81 = $16  ;; integer values and handles
008B: @88 = $16  ;; integer values and handles
00D6: if  0
001B:    13 > @51  ;; integer values
004D: jump_if_false COPCAR_742
000B: @144 +=  .1  ;; floating-point values

:COPCAR_742
0396:  0 (clear) useless_flag

:COPCAR_743
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_751
0002: jump COPCAR_2003

:COPCAR_751
00D6: if  22
0039:   @269 == -1  ;; integer values
0039:   @74 == -1  ;; integer values
0039:   @83 == -1  ;; integer values
004D: jump_if_false COPCAR_757
0006: @52 =  1  ;; integer values

:COPCAR_757
000A: @270 +=  1  ;; integer values
00D6: if  0
0019:   @270 >  2  ;; integer values
004D: jump_if_false COPCAR_762
0006: @270 =  0  ;; integer values

:COPCAR_762
00D6: if  0
0039:   @270 ==  0  ;; integer values
004D: jump_if_false COPCAR_1085
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false COPCAR_948
00D6: if  0
0449:   actor @36 in_a_car
004D: jump_if_false COPCAR_874
01C3: remove_references_to_car @35  ;; Like turning a car into any random car
03C0: @35 = actor @36 car
00D6: if  0
0039:   @269 == -1  ;; integer values
004D: jump_if_false COPCAR_789
046D: @55 = unknown_actor @36 car car_seats
00D6: if  0
0019:   @55 >  0  ;; integer values
004D: jump_if_false COPCAR_787
00D6: if  0
07FD:   group @274 alive
004D: jump_if_false COPCAR_784
07B3: @274  4 

:COPCAR_784
008B: @72 = $16  ;; integer values and handles
000A: @72 +=  2000  ;; integer values
0002: jump COPCAR_788

:COPCAR_787
008B: @72 = $16  ;; integer values and handles

:COPCAR_788
0006: @269 =  0  ;; integer values

:COPCAR_789
00D6: if  0
0039:   @269 ==  0  ;; integer values
004D: jump_if_false COPCAR_802
00D6: if  21
001E:   $16 > @72  ;; integer values
07D6: @72 $16 
004D: jump_if_false COPCAR_802
00AD: set_car @35 max_speed_to  100.0
00AE: unknown_set_car @35 to_ignore_traffic_lights  2
00A8: set_car @35 to_psycho_driver
008B: @66 = $16  ;; integer values and handles
0006: @269 =  1  ;; integer values
0006: @67 =  0  ;; integer values

:COPCAR_802
00D6: if  0
0019:   @269 >  0  ;; integer values
004D: jump_if_false COPCAR_873
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false COPCAR_813
062E: @36  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_813
05E2: unknown_action_sequence @36 $PLAYER_ACTOR 

:COPCAR_813
0085: @153 = @35  ;; integer values and handles
0085: @154 = @67  ;; integer values and handles
0085: @155 = @66  ;; integer values and handles
0087: @150 = @145  ;; floating-point values only
0087: @151 = @146  ;; floating-point values only
0087: @152 = @147  ;; floating-point values only
00D6: if  0
0021:   @148 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_823
0050: gosub COPCAR_2176

:COPCAR_823
0085: @67 = @154  ;; integer values and handles
0085: @66 = @155  ;; integer values and handles
0087: @145 = @150  ;; floating-point values only
0087: @146 = @151  ;; floating-point values only
0087: @147 = @152  ;; floating-point values only
00D6: if  0
0039:   @67 == -9  ;; integer values
004D: jump_if_false COPCAR_838
062E: @36  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_837
00A0: store_actor @36 position_to $73 $74 $75
05DA: @36 $73 $74 $75  15.0  1500 

:COPCAR_837
0006: @67 =  0  ;; integer values

:COPCAR_838
00D6: if  0
8185:   NOT   car @35 health >=  251
004D: jump_if_false COPCAR_850
062E: @36  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_847
00A0: store_actor @36 position_to $73 $74 $75
05DA: @36 $73 $74 $75  15.0  1500 

:COPCAR_847
008B: @72 = $16  ;; integer values and handles
000A: @72 +=  2000  ;; integer values
0002: jump COPCAR_851

:COPCAR_850
008B: @72 = $16  ;; integer values and handles

:COPCAR_851
0050: gosub COPCAR_2253
00A0: store_actor @36 position_to @116 @117 $75
0086: $3404 = $69  ;; floating-point values only
0067: $3404 -= @116  ;; floating-point values
0086: $3405 = $70  ;; floating-point values only
0067: $3405 -= @117  ;; floating-point values
0069: $3404 *= $3404  ;; floating-point values
0069: $3405 *= $3405  ;; floating-point values
0089: @149 = $3404  ;; floating-point values only
005D: @149 += $3405  ;; floating-point values 
01FB: @149 = square_root @149
0007: @148 =  1000.0  ;; floating-point values
0073: @148 /= @149  ;; floating-point values 
00D6: if  0
0021:   @148 >  100.0  ;; floating-point values
004D: jump_if_false COPCAR_868
0007: @148 =  100.0  ;; floating-point values

:COPCAR_868
00D6: if  0
0023:    15.0 > @148  ;; floating-point values
004D: jump_if_false COPCAR_872
0007: @148 =  15.0  ;; floating-point values

:COPCAR_872
00AD: set_car @35 max_speed_to @148

:COPCAR_873
0002: jump COPCAR_947

:COPCAR_874
00D6: if  0
07FD:   group @274 alive
004D: jump_if_false COPCAR_878
07B3: @274  0 

:COPCAR_878
0006: @269 = -1  ;; integer values
0050: gosub COPCAR_2253
00D6: if  0
001E:   $16 > @72  ;; integer values
004D: jump_if_false COPCAR_947
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @36 radius  45.0  45.0  0
004D: jump_if_false COPCAR_926
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_895
062E: @36  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_894
05E2: unknown_action_sequence @36 $PLAYER_ACTOR 

:COPCAR_894
0002: jump COPCAR_925

:COPCAR_895
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @36 radius  30.0  30.0  0
004D: jump_if_false COPCAR_904
062E: @36  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_903
05E2: unknown_action_sequence @36 $PLAYER_ACTOR 

:COPCAR_903
0002: jump COPCAR_925

:COPCAR_904
0085: @156 = @36  ;; integer values and handles
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false COPCAR_924
00D6: if  0
0185:   car @35 health >=  400
004D: jump_if_false COPCAR_922
00D6: if  0
0202:   actor @36 near_car @35 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_920
062E: @36  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_919
05CB: unknown_action_sequence @36 @35 -2 

:COPCAR_919
0002: jump COPCAR_921

:COPCAR_920
0050: gosub COPCAR_2083

:COPCAR_921
0002: jump COPCAR_923

:COPCAR_922
0050: gosub COPCAR_2083

:COPCAR_923
0002: jump COPCAR_925

:COPCAR_924
0050: gosub COPCAR_2083

:COPCAR_925
0002: jump COPCAR_947

:COPCAR_926
0085: @156 = @36  ;; integer values and handles
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false COPCAR_946
00D6: if  0
0185:   car @35 health >=  400
004D: jump_if_false COPCAR_944
00D6: if  0
0202:   actor @36 near_car @35 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_942
062E: @36  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_941
05CB: unknown_action_sequence @36 @35 -2 

:COPCAR_941
0002: jump COPCAR_943

:COPCAR_942
0050: gosub COPCAR_2083

:COPCAR_943
0002: jump COPCAR_945

:COPCAR_944
0050: gosub COPCAR_2083

:COPCAR_945
0002: jump COPCAR_947

:COPCAR_946
0050: gosub COPCAR_2083

:COPCAR_947
0002: jump COPCAR_1036

:COPCAR_948
0164: disable_marker @92
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian
0006: @36 = -1  ;; integer values
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false COPCAR_958
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @68 =  1  ;; integer values

:COPCAR_958
00D6: if  0
07FD:   group @274 alive
004D: jump_if_false COPCAR_1036
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false COPCAR_983
00D6: if  0
86EE:   NOT   actor @37 in_group @274 
004D: jump_if_false COPCAR_973
062E: @37  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_972
05E2: unknown_action_sequence @37 $PLAYER_ACTOR 

:COPCAR_972
0002: jump COPCAR_982

:COPCAR_973
00D6: if  0
06EF:   group_leader @37 @274 
004D: jump_if_false COPCAR_982
0085: @36 = @37  ;; integer values and handles
0006: @37 = -1  ;; integer values
0006: @68 =  0  ;; integer values
0006: @69 =  1  ;; integer values
0085: @92 = @95  ;; integer values and handles
0006: @95 = -1  ;; integer values

:COPCAR_982
0002: jump COPCAR_986

:COPCAR_983
0164: disable_marker @95
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian
0006: @37 = -1  ;; integer values

:COPCAR_986
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false COPCAR_1008
00D6: if  0
86EE:   NOT   actor @38 in_group @274 
004D: jump_if_false COPCAR_998
062E: @38  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_997
05E2: unknown_action_sequence @38 $PLAYER_ACTOR 

:COPCAR_997
0002: jump COPCAR_1007

:COPCAR_998
00D6: if  0
06EF:   group_leader @38 @274 
004D: jump_if_false COPCAR_1007
0085: @36 = @38  ;; integer values and handles
0006: @38 = -1  ;; integer values
0006: @68 =  0  ;; integer values
0006: @70 =  1  ;; integer values
0085: @92 = @96  ;; integer values and handles
0006: @96 = -1  ;; integer values

:COPCAR_1007
0002: jump COPCAR_1011

:COPCAR_1008
0164: disable_marker @96
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian
0006: @38 = -1  ;; integer values

:COPCAR_1011
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false COPCAR_1033
00D6: if  0
86EE:   NOT   actor @39 in_group @274 
004D: jump_if_false COPCAR_1023
062E: @39  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1022
05E2: unknown_action_sequence @39 $PLAYER_ACTOR 

:COPCAR_1022
0002: jump COPCAR_1032

:COPCAR_1023
00D6: if  0
06EF:   group_leader @39 @274 
004D: jump_if_false COPCAR_1032
0085: @36 = @39  ;; integer values and handles
0006: @39 = -1  ;; integer values
0006: @68 =  0  ;; integer values
0006: @71 =  1  ;; integer values
0085: @92 = @97  ;; integer values and handles
0006: @97 = -1  ;; integer values

:COPCAR_1032
0002: jump COPCAR_1036

:COPCAR_1033
0164: disable_marker @97
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian
0006: @39 = -1  ;; integer values

:COPCAR_1036
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false COPCAR_1049
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false COPCAR_1049
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian
0006: @37 = -1  ;; integer values
0164: disable_marker @95
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @69 =  1  ;; integer values

:COPCAR_1049
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false COPCAR_1062
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false COPCAR_1062
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian
0006: @38 = -1  ;; integer values
0164: disable_marker @96
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @70 =  1  ;; integer values

:COPCAR_1062
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false COPCAR_1075
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false COPCAR_1075
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian
0006: @39 = -1  ;; integer values
0164: disable_marker @97
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @71 =  1  ;; integer values

:COPCAR_1075
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false COPCAR_1085
00D6: if  3
0039:   @68 ==  1  ;; integer values
0039:   @69 ==  1  ;; integer values
0039:   @70 ==  1  ;; integer values
0039:   @71 ==  1  ;; integer values
004D: jump_if_false COPCAR_1085
0006: @73 =  1  ;; integer values

:COPCAR_1085
00D6: if  0
0039:   @270 ==  1  ;; integer values
004D: jump_if_false COPCAR_1477
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false COPCAR_1340
00D6: if  0
0449:   actor @41 in_a_car
004D: jump_if_false COPCAR_1266
01C3: remove_references_to_car @40  ;; Like turning a car into any random car
03C0: @40 = actor @41 car
00D6: if  0
0039:   @74 == -1  ;; integer values
004D: jump_if_false COPCAR_1112
046D: @55 = unknown_actor @41 car car_seats
00D6: if  0
0019:   @55 >  0  ;; integer values
004D: jump_if_false COPCAR_1110
00D6: if  0
07FD:   group @275 alive
004D: jump_if_false COPCAR_1107
07B3: @275  4 

:COPCAR_1107
008B: @81 = $16  ;; integer values and handles
000A: @81 +=  2000  ;; integer values
0002: jump COPCAR_1111

:COPCAR_1110
008B: @81 = $16  ;; integer values and handles

:COPCAR_1111
0006: @74 =  0  ;; integer values

:COPCAR_1112
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false COPCAR_1137
00D6: if  0
001E:   $16 > @81  ;; integer values
004D: jump_if_false COPCAR_1137
00AD: set_car @40 max_speed_to  100.0
00AE: unknown_set_car @40 to_ignore_traffic_lights  2
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false COPCAR_1129
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false COPCAR_1128
00A8: set_car @40 to_psycho_driver
0002: jump COPCAR_1129

:COPCAR_1128
0006: @52 =  1  ;; integer values

:COPCAR_1129
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false COPCAR_1134
04BD: unknown_car @40  0
00A8: set_car @40 to_psycho_driver

:COPCAR_1134
008B: @75 = $16  ;; integer values and handles
0006: @74 =  1  ;; integer values
0006: @76 =  0  ;; integer values

:COPCAR_1137
00D6: if  0
0019:   @74 >  0  ;; integer values
004D: jump_if_false COPCAR_1265
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false COPCAR_1148
062E: @41  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1148
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:COPCAR_1148
0085: @153 = @40  ;; integer values and handles
0085: @154 = @76  ;; integer values and handles
0085: @155 = @75  ;; integer values and handles
0087: @150 = @164  ;; floating-point values only
0087: @151 = @165  ;; floating-point values only
0087: @152 = @166  ;; floating-point values only
00D6: if  0
0021:   @167 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1158
0050: gosub COPCAR_2176

:COPCAR_1158
0085: @76 = @154  ;; integer values and handles
0085: @75 = @155  ;; integer values and handles
0087: @164 = @150  ;; floating-point values only
0087: @165 = @151  ;; floating-point values only
0087: @166 = @152  ;; floating-point values only
00D6: if  0
0039:   @76 == -9  ;; integer values
004D: jump_if_false COPCAR_1173
062E: @41  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1172
00A0: store_actor @41 position_to $73 $74 $75
05DA: @41 $73 $74 $75  15.0  1500 

:COPCAR_1172
0006: @76 =  0  ;; integer values

:COPCAR_1173
00D6: if  0
8185:   NOT   car @40 health >=  400
004D: jump_if_false COPCAR_1181
062E: @41  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1181
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:COPCAR_1181
00D6: if  0
8185:   NOT   car @40 health >=  251
004D: jump_if_false COPCAR_1193
062E: @41  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1190
00A0: store_actor @41 position_to $73 $74 $75
05DA: @41 $73 $74 $75  15.0  1500 

:COPCAR_1190
008B: @81 = $16  ;; integer values and handles
000A: @81 +=  2000  ;; integer values
0002: jump COPCAR_1194

:COPCAR_1193
008B: @81 = $16  ;; integer values and handles

:COPCAR_1194
0050: gosub COPCAR_2317
00A0: store_actor @41 position_to @162 @163 $75
0086: $3404 = $69  ;; floating-point values only
0067: $3404 -= @162  ;; floating-point values
0086: $3405 = $70  ;; floating-point values only
0067: $3405 -= @163  ;; floating-point values
0069: $3404 *= $3404  ;; floating-point values
0069: $3405 *= $3405  ;; floating-point values
0089: @149 = $3404  ;; floating-point values only
005D: @149 += $3405  ;; floating-point values 
01FB: @149 = square_root @149
0007: @167 =  1000.0  ;; floating-point values
0073: @167 /= @149  ;; floating-point values 
00D6: if  0
0021:   @167 >  100.0  ;; floating-point values
004D: jump_if_false COPCAR_1211
0007: @167 =  100.0  ;; floating-point values

:COPCAR_1211
00D6: if  0
0023:    15.0 > @167  ;; floating-point values
004D: jump_if_false COPCAR_1215
0007: @167 =  15.0  ;; floating-point values

:COPCAR_1215
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false COPCAR_1259
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false COPCAR_1257
0085: @157 = @40  ;; integer values and handles
0085: @158 = @35  ;; integer values and handles
0050: gosub COPCAR_2057
0087: @167 = @124  ;; floating-point values only
02F8: unknown_car @40 unknown_cosine @138
02F9: unknown_car @40 unknown_sinus @139
00AA: store_car @35 position_to @132 @133 $75
00AA: store_car @40 position_to @134 @135 $75
0087: @120 = @134  ;; floating-point values only
0063: @120 -= @132  ;; floating-point values 
006B: @138 *= @120  ;; floating-point values
0087: @121 = @135  ;; floating-point values only
0063: @121 -= @133  ;; floating-point values 
006B: @139 *= @121  ;; floating-point values
0087: @128 = @138  ;; floating-point values only
005B: @128 += @139  ;; floating-point values 
02F8: unknown_car @35 unknown_cosine @138
02F9: unknown_car @35 unknown_sinus @139
00AA: store_car @40 position_to @134 @135 $75
00AA: store_car @35 position_to @132 @133 $75
0087: @120 = @132  ;; floating-point values only
0063: @120 -= @134  ;; floating-point values 
006B: @138 *= @120  ;; floating-point values
0087: @121 = @133  ;; floating-point values only
0063: @121 -= @135  ;; floating-point values 
006B: @139 *= @121  ;; floating-point values
0087: @129 = @138  ;; floating-point values only
005B: @129 += @139  ;; floating-point values 
00D6: if  0
0021:   @128 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1256
00D6: if  0
0023:    0.0 > @129  ;; floating-point values
004D: jump_if_false COPCAR_1256
0007: @167 =  0.0  ;; floating-point values

:COPCAR_1256
0002: jump COPCAR_1259

:COPCAR_1257
00A8: set_car @40 to_psycho_driver
0006: @52 =  1  ;; integer values

:COPCAR_1259
00D6: if  0
0043:   @167 ==  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1264
0477: set_car @40 animation  1  17 ms
0002: jump COPCAR_1265

:COPCAR_1264
00AD: set_car @40 max_speed_to @167

:COPCAR_1265
0002: jump COPCAR_1339

:COPCAR_1266
00D6: if  0
07FD:   group @275 alive
004D: jump_if_false COPCAR_1270
07B3: @275  0 

:COPCAR_1270
0006: @74 = -1  ;; integer values
0050: gosub COPCAR_2317
00D6: if  0
001E:   $16 > @81  ;; integer values
004D: jump_if_false COPCAR_1339
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @41 radius  40.0  40.0  0
004D: jump_if_false COPCAR_1318
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_1287
062E: @41  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1286
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:COPCAR_1286
0002: jump COPCAR_1317

:COPCAR_1287
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @41 radius  25.0  25.0  0
004D: jump_if_false COPCAR_1296
062E: @41  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1295
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:COPCAR_1295
0002: jump COPCAR_1317

:COPCAR_1296
0085: @156 = @41  ;; integer values and handles
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false COPCAR_1316
00D6: if  0
0185:   car @40 health >=  400
004D: jump_if_false COPCAR_1314
00D6: if  0
0202:   actor @41 near_car @40 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_1312
062E: @41  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1311
05CB: unknown_action_sequence @41 @40 -2 

:COPCAR_1311
0002: jump COPCAR_1313

:COPCAR_1312
0050: gosub COPCAR_2083

:COPCAR_1313
0002: jump COPCAR_1315

:COPCAR_1314
0050: gosub COPCAR_2083

:COPCAR_1315
0002: jump COPCAR_1317

:COPCAR_1316
0050: gosub COPCAR_2083

:COPCAR_1317
0002: jump COPCAR_1339

:COPCAR_1318
0085: @156 = @41  ;; integer values and handles
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false COPCAR_1338
00D6: if  0
0185:   car @40 health >=  400
004D: jump_if_false COPCAR_1336
00D6: if  0
0202:   actor @41 near_car @40 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_1334
062E: @41  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1333
05CB: unknown_action_sequence @41 @40 -2 

:COPCAR_1333
0002: jump COPCAR_1335

:COPCAR_1334
0050: gosub COPCAR_2083

:COPCAR_1335
0002: jump COPCAR_1337

:COPCAR_1336
0050: gosub COPCAR_2083

:COPCAR_1337
0002: jump COPCAR_1339

:COPCAR_1338
0050: gosub COPCAR_2083

:COPCAR_1339
0002: jump COPCAR_1428

:COPCAR_1340
0164: disable_marker @93
01C2: remove_references_to_actor @41  ;; Like turning an actor into a random pedestrian
0006: @41 = -1  ;; integer values
00D6: if  0
0039:   @77 ==  0  ;; integer values
004D: jump_if_false COPCAR_1350
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @77 =  1  ;; integer values

:COPCAR_1350
00D6: if  0
07FD:   group @275 alive
004D: jump_if_false COPCAR_1428
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false COPCAR_1375
00D6: if  0
86EE:   NOT   actor @42 in_group @275 
004D: jump_if_false COPCAR_1365
062E: @42  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1364
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 

:COPCAR_1364
0002: jump COPCAR_1374

:COPCAR_1365
00D6: if  0
06EF:   group_leader @42 @275 
004D: jump_if_false COPCAR_1374
0085: @41 = @42  ;; integer values and handles
0006: @42 = -1  ;; integer values
0006: @77 =  0  ;; integer values
0006: @78 =  1  ;; integer values
0085: @93 = @98  ;; integer values and handles
0006: @98 = -1  ;; integer values

:COPCAR_1374
0002: jump COPCAR_1378

:COPCAR_1375
0164: disable_marker @98
01C2: remove_references_to_actor @42  ;; Like turning an actor into a random pedestrian
0006: @42 = -1  ;; integer values

:COPCAR_1378
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false COPCAR_1400
00D6: if  0
86EE:   NOT   actor @43 in_group @275 
004D: jump_if_false COPCAR_1390
062E: @43  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1389
05E2: unknown_action_sequence @43 $PLAYER_ACTOR 

:COPCAR_1389
0002: jump COPCAR_1399

:COPCAR_1390
00D6: if  0
06EF:   group_leader @43 @275 
004D: jump_if_false COPCAR_1399
0085: @41 = @43  ;; integer values and handles
0006: @43 = -1  ;; integer values
0006: @77 =  0  ;; integer values
0006: @79 =  1  ;; integer values
0085: @93 = @99  ;; integer values and handles
0006: @99 = -1  ;; integer values

:COPCAR_1399
0002: jump COPCAR_1403

:COPCAR_1400
0164: disable_marker @99
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian
0006: @43 = -1  ;; integer values

:COPCAR_1403
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false COPCAR_1425
00D6: if  0
86EE:   NOT   actor @44 in_group @275 
004D: jump_if_false COPCAR_1415
062E: @44  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1414
05E2: unknown_action_sequence @44 $PLAYER_ACTOR 

:COPCAR_1414
0002: jump COPCAR_1424

:COPCAR_1415
00D6: if  0
06EF:   group_leader @44 @275 
004D: jump_if_false COPCAR_1424
0085: @41 = @44  ;; integer values and handles
0006: @44 = -1  ;; integer values
0006: @77 =  0  ;; integer values
0006: @80 =  1  ;; integer values
0085: @93 = @100  ;; integer values and handles
0006: @100 = -1  ;; integer values

:COPCAR_1424
0002: jump COPCAR_1428

:COPCAR_1425
0164: disable_marker @100
01C2: remove_references_to_actor @44  ;; Like turning an actor into a random pedestrian
0006: @44 = -1  ;; integer values

:COPCAR_1428
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false COPCAR_1441
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false COPCAR_1441
01C2: remove_references_to_actor @42  ;; Like turning an actor into a random pedestrian
0006: @42 = -1  ;; integer values
0164: disable_marker @98
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @78 =  1  ;; integer values

:COPCAR_1441
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false COPCAR_1454
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false COPCAR_1454
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian
0006: @43 = -1  ;; integer values
0164: disable_marker @99
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @79 =  1  ;; integer values

:COPCAR_1454
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false COPCAR_1467
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false COPCAR_1467
01C2: remove_references_to_actor @44  ;; Like turning an actor into a random pedestrian
0006: @44 = -1  ;; integer values
0164: disable_marker @100
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @80 =  1  ;; integer values

:COPCAR_1467
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false COPCAR_1477
00D6: if  3
0039:   @77 ==  1  ;; integer values
0039:   @78 ==  1  ;; integer values
0039:   @79 ==  1  ;; integer values
0039:   @80 ==  1  ;; integer values
004D: jump_if_false COPCAR_1477
0006: @82 =  1  ;; integer values

:COPCAR_1477
00D6: if  0
0039:   @270 ==  2  ;; integer values
004D: jump_if_false COPCAR_1869
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false COPCAR_1732
00D6: if  0
0449:   actor @46 in_a_car
004D: jump_if_false COPCAR_1658
01C3: remove_references_to_car @45  ;; Like turning a car into any random car
03C0: @45 = actor @46 car
00D6: if  0
0039:   @83 == -1  ;; integer values
004D: jump_if_false COPCAR_1504
046D: @55 = unknown_actor @46 car car_seats
00D6: if  0
0019:   @55 >  0  ;; integer values
004D: jump_if_false COPCAR_1502
00D6: if  0
07FD:   group @276 alive
004D: jump_if_false COPCAR_1499
07B3: @276  4 

:COPCAR_1499
008B: @88 = $16  ;; integer values and handles
000A: @88 +=  2000  ;; integer values
0002: jump COPCAR_1503

:COPCAR_1502
008B: @88 = $16  ;; integer values and handles

:COPCAR_1503
0006: @83 =  0  ;; integer values

:COPCAR_1504
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false COPCAR_1529
00D6: if  0
001E:   $16 > @88  ;; integer values
004D: jump_if_false COPCAR_1529
00AD: set_car @45 max_speed_to  100.0
00AE: unknown_set_car @45 to_ignore_traffic_lights  2
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false COPCAR_1521
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false COPCAR_1520
00A8: set_car @45 to_psycho_driver
0002: jump COPCAR_1521

:COPCAR_1520
0006: @52 =  1  ;; integer values

:COPCAR_1521
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false COPCAR_1526
04BD: unknown_car @45  0
00A8: set_car @45 to_psycho_driver

:COPCAR_1526
008B: @174 = $16  ;; integer values and handles
0006: @83 =  1  ;; integer values
0006: @175 =  0  ;; integer values

:COPCAR_1529
00D6: if  0
0019:   @83 >  0  ;; integer values
004D: jump_if_false COPCAR_1657
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @45
004D: jump_if_false COPCAR_1540
062E: @46  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1540
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 

:COPCAR_1540
0085: @153 = @45  ;; integer values and handles
0085: @154 = @175  ;; integer values and handles
0085: @155 = @174  ;; integer values and handles
0087: @150 = @170  ;; floating-point values only
0087: @151 = @171  ;; floating-point values only
0087: @152 = @172  ;; floating-point values only
00D6: if  0
0021:   @173 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1550
0050: gosub COPCAR_2176

:COPCAR_1550
0085: @175 = @154  ;; integer values and handles
0085: @174 = @155  ;; integer values and handles
0087: @170 = @150  ;; floating-point values only
0087: @171 = @151  ;; floating-point values only
0087: @172 = @152  ;; floating-point values only
00D6: if  0
0039:   @175 == -9  ;; integer values
004D: jump_if_false COPCAR_1565
062E: @46  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1564
00A0: store_actor @46 position_to $73 $74 $75
05DA: @46 $73 $74 $75  15.0  1500 

:COPCAR_1564
0006: @175 =  0  ;; integer values

:COPCAR_1565
00D6: if  0
8185:   NOT   car @45 health >=  400
004D: jump_if_false COPCAR_1573
062E: @46  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1573
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 

:COPCAR_1573
00D6: if  0
8185:   NOT   car @45 health >=  251
004D: jump_if_false COPCAR_1585
062E: @46  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1582
00A0: store_actor @46 position_to $73 $74 $75
05DA: @46 $73 $74 $75  15.0  1500 

:COPCAR_1582
008B: @88 = $16  ;; integer values and handles
000A: @88 +=  2000  ;; integer values
0002: jump COPCAR_1586

:COPCAR_1585
008B: @88 = $16  ;; integer values and handles

:COPCAR_1586
0050: gosub COPCAR_2381
00A0: store_actor @46 position_to @168 @169 $75
0086: $3404 = $69  ;; floating-point values only
0067: $3404 -= @168  ;; floating-point values
0086: $3405 = $70  ;; floating-point values only
0067: $3405 -= @169  ;; floating-point values
0069: $3404 *= $3404  ;; floating-point values
0069: $3405 *= $3405  ;; floating-point values
0089: @149 = $3404  ;; floating-point values only
005D: @149 += $3405  ;; floating-point values 
01FB: @149 = square_root @149
0007: @173 =  1000.0  ;; floating-point values
0073: @173 /= @149  ;; floating-point values 
00D6: if  0
0021:   @173 >  100.0  ;; floating-point values
004D: jump_if_false COPCAR_1603
0007: @173 =  100.0  ;; floating-point values

:COPCAR_1603
00D6: if  0
0023:    15.0 > @173  ;; floating-point values
004D: jump_if_false COPCAR_1607
0007: @173 =  15.0  ;; floating-point values

:COPCAR_1607
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false COPCAR_1651
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false COPCAR_1649
0085: @157 = @45  ;; integer values and handles
0085: @158 = @40  ;; integer values and handles
0050: gosub COPCAR_2057
0087: @173 = @124  ;; floating-point values only
02F8: unknown_car @45 unknown_cosine @138
02F9: unknown_car @45 unknown_sinus @139
00AA: store_car @40 position_to @134 @135 $75
00AA: store_car @45 position_to @136 @137 $75
0087: @120 = @136  ;; floating-point values only
0063: @120 -= @134  ;; floating-point values 
006B: @138 *= @120  ;; floating-point values
0087: @121 = @137  ;; floating-point values only
0063: @121 -= @135  ;; floating-point values 
006B: @139 *= @121  ;; floating-point values
0087: @130 = @138  ;; floating-point values only
005B: @130 += @139  ;; floating-point values 
02F8: unknown_car @40 unknown_cosine @138
02F9: unknown_car @40 unknown_sinus @139
00AA: store_car @45 position_to @136 @137 $75
00AA: store_car @40 position_to @134 @135 $75
0087: @120 = @134  ;; floating-point values only
0063: @120 -= @136  ;; floating-point values 
006B: @138 *= @120  ;; floating-point values
0087: @121 = @135  ;; floating-point values only
0063: @121 -= @137  ;; floating-point values 
006B: @139 *= @121  ;; floating-point values
0087: @131 = @138  ;; floating-point values only
005B: @131 += @139  ;; floating-point values 
00D6: if  0
0021:   @130 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1648
00D6: if  0
0023:    0.0 > @131  ;; floating-point values
004D: jump_if_false COPCAR_1648
0007: @173 =  0.0  ;; floating-point values

:COPCAR_1648
0002: jump COPCAR_1651

:COPCAR_1649
00A8: set_car @45 to_psycho_driver
0006: @52 =  1  ;; integer values

:COPCAR_1651
00D6: if  0
0043:   @173 ==  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1656
0477: set_car @45 animation  1  17 ms
0002: jump COPCAR_1657

:COPCAR_1656
00AD: set_car @45 max_speed_to @173

:COPCAR_1657
0002: jump COPCAR_1731

:COPCAR_1658
00D6: if  0
07FD:   group @276 alive
004D: jump_if_false COPCAR_1662
07B3: @276  0 

:COPCAR_1662
0006: @83 = -1  ;; integer values
0050: gosub COPCAR_2381
00D6: if  0
001E:   $16 > @88  ;; integer values
004D: jump_if_false COPCAR_1731
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @46 radius  40.0  40.0  0
004D: jump_if_false COPCAR_1710
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_1679
062E: @46  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1678
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 

:COPCAR_1678
0002: jump COPCAR_1709

:COPCAR_1679
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @46 radius  25.0  25.0  0
004D: jump_if_false COPCAR_1688
062E: @46  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1687
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 

:COPCAR_1687
0002: jump COPCAR_1709

:COPCAR_1688
0085: @156 = @46  ;; integer values and handles
00D6: if  0
8119:   NOT   car @45 wrecked
004D: jump_if_false COPCAR_1708
00D6: if  0
0185:   car @45 health >=  400
004D: jump_if_false COPCAR_1706
00D6: if  0
0202:   actor @46 near_car @45 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_1704
062E: @46  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1703
05CB: unknown_action_sequence @46 @45 -2 

:COPCAR_1703
0002: jump COPCAR_1705

:COPCAR_1704
0050: gosub COPCAR_2083

:COPCAR_1705
0002: jump COPCAR_1707

:COPCAR_1706
0050: gosub COPCAR_2083

:COPCAR_1707
0002: jump COPCAR_1709

:COPCAR_1708
0050: gosub COPCAR_2083

:COPCAR_1709
0002: jump COPCAR_1731

:COPCAR_1710
0085: @156 = @46  ;; integer values and handles
00D6: if  0
8119:   NOT   car @45 wrecked
004D: jump_if_false COPCAR_1730
00D6: if  0
0185:   car @45 health >=  400
004D: jump_if_false COPCAR_1728
00D6: if  0
0202:   actor @46 near_car @45 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_1726
062E: @46  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1725
05CB: unknown_action_sequence @46 @45 -2 

:COPCAR_1725
0002: jump COPCAR_1727

:COPCAR_1726
0050: gosub COPCAR_2083

:COPCAR_1727
0002: jump COPCAR_1729

:COPCAR_1728
0050: gosub COPCAR_2083

:COPCAR_1729
0002: jump COPCAR_1731

:COPCAR_1730
0050: gosub COPCAR_2083

:COPCAR_1731
0002: jump COPCAR_1820

:COPCAR_1732
0164: disable_marker @94
01C2: remove_references_to_actor @46  ;; Like turning an actor into a random pedestrian
0006: @46 = -1  ;; integer values
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false COPCAR_1742
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @84 =  1  ;; integer values

:COPCAR_1742
00D6: if  0
07FD:   group @276 alive
004D: jump_if_false COPCAR_1820
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false COPCAR_1767
00D6: if  0
86EE:   NOT   actor @47 in_group @276 
004D: jump_if_false COPCAR_1757
062E: @47  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1756
05E2: unknown_action_sequence @47 $PLAYER_ACTOR 

:COPCAR_1756
0002: jump COPCAR_1766

:COPCAR_1757
00D6: if  0
06EF:   group_leader @47 @276 
004D: jump_if_false COPCAR_1766
0085: @46 = @47  ;; integer values and handles
0006: @47 = -1  ;; integer values
0006: @84 =  0  ;; integer values
0006: @85 =  1  ;; integer values
0085: @94 = @101  ;; integer values and handles
0006: @101 = -1  ;; integer values

:COPCAR_1766
0002: jump COPCAR_1770

:COPCAR_1767
0164: disable_marker @101
01C2: remove_references_to_actor @47  ;; Like turning an actor into a random pedestrian
0006: @47 = -1  ;; integer values

:COPCAR_1770
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false COPCAR_1792
00D6: if  0
86EE:   NOT   actor @48 in_group @276 
004D: jump_if_false COPCAR_1782
062E: @48  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1781
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 

:COPCAR_1781
0002: jump COPCAR_1791

:COPCAR_1782
00D6: if  0
06EF:   group_leader @48 @276 
004D: jump_if_false COPCAR_1791
0085: @46 = @48  ;; integer values and handles
0006: @48 = -1  ;; integer values
0006: @84 =  0  ;; integer values
0006: @86 =  1  ;; integer values
0085: @94 = @102  ;; integer values and handles
0006: @102 = -1  ;; integer values

:COPCAR_1791
0002: jump COPCAR_1795

:COPCAR_1792
0164: disable_marker @102
01C2: remove_references_to_actor @48  ;; Like turning an actor into a random pedestrian
0006: @48 = -1  ;; integer values

:COPCAR_1795
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false COPCAR_1817
00D6: if  0
86EE:   NOT   actor @49 in_group @276 
004D: jump_if_false COPCAR_1807
062E: @49  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1806
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:COPCAR_1806
0002: jump COPCAR_1816

:COPCAR_1807
00D6: if  0
06EF:   group_leader @49 @276 
004D: jump_if_false COPCAR_1816
0085: @46 = @49  ;; integer values and handles
0006: @49 = -1  ;; integer values
0006: @84 =  0  ;; integer values
0006: @87 =  1  ;; integer values
0085: @94 = @103  ;; integer values and handles
0006: @103 = -1  ;; integer values

:COPCAR_1816
0002: jump COPCAR_1820

:COPCAR_1817
0164: disable_marker @103
01C2: remove_references_to_actor @49  ;; Like turning an actor into a random pedestrian
0006: @49 = -1  ;; integer values

:COPCAR_1820
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false COPCAR_1833
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false COPCAR_1833
0164: disable_marker @101
01C2: remove_references_to_actor @47  ;; Like turning an actor into a random pedestrian
0006: @47 = -1  ;; integer values
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @85 =  1  ;; integer values

:COPCAR_1833
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false COPCAR_1846
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false COPCAR_1846
01C2: remove_references_to_actor @48  ;; Like turning an actor into a random pedestrian
0006: @48 = -1  ;; integer values
0164: disable_marker @102
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @86 =  1  ;; integer values

:COPCAR_1846
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false COPCAR_1859
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false COPCAR_1859
01C2: remove_references_to_actor @49  ;; Like turning an actor into a random pedestrian
0006: @49 = -1  ;; integer values
0164: disable_marker @103
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @87 =  1  ;; integer values

:COPCAR_1859
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false COPCAR_1869
00D6: if  3
0039:   @84 ==  1  ;; integer values
0039:   @85 ==  1  ;; integer values
0039:   @86 ==  1  ;; integer values
0039:   @87 ==  1  ;; integer values
004D: jump_if_false COPCAR_1869
0006: @89 =  1  ;; integer values

:COPCAR_1869
00D6: if  2
0039:   @73 ==  1  ;; integer values
0039:   @82 ==  1  ;; integer values
0039:   @89 ==  1  ;; integer values
004D: jump_if_false COPCAR_1875
0002: jump COPCAR_1876

:COPCAR_1875
0002: jump COPCAR_743

:COPCAR_1876
0627:  157 $8227 
000A: @51 +=  1  ;; integer values
00D6: if  21
056C:   actor $PLAYER_ACTOR driving_police_vehicle
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER
004D: jump_if_false COPCAR_1887
03C0: @34 = actor $PLAYER_ACTOR car
053F: set_car @34 tires_vulnerable  0
0227: @64 = car @34 health
000A: @64 +=  100  ;; integer values
0224: set_car @34 health_to @64

:COPCAR_1887
01C3: remove_references_to_car @35  ;; Like turning a car into any random car
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car @40  ;; Like turning a car into any random car
01C2: remove_references_to_actor @41  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @42  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @44  ;; Like turning an actor into a random pedestrian
01C3: remove_references_to_car @45  ;; Like turning a car into any random car
01C2: remove_references_to_actor @46  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @47  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @48  ;; Like turning an actor into a random pedestrian
01C2: remove_references_to_actor @49  ;; Like turning an actor into a random pedestrian
0164: disable_marker @92
0164: disable_marker @93
0164: disable_marker @94
0164: disable_marker @95
0164: disable_marker @96
0164: disable_marker @97
0164: disable_marker @98
0164: disable_marker @99
0164: disable_marker @100
0164: disable_marker @101
0164: disable_marker @102
0164: disable_marker @103
0632: release_group @274 
0632: release_group @275 
0632: release_group @276 
0085: @54 = @51  ;; integer values and handles
006A: @54 *= @51  ;; integer values
0012: @54 *=  50  ;; integer values 
09EE:  1 
01E3: text_1number_styled 'C_PASS' @54  5000 ms  5
0109: player $PLAYER_CHAR money += @54
00D6: if  0
0038:   $1488 ==  0  ;; integer values
004D: jump_if_false COPCAR_1936
00D6: if  0
0039:   @51 ==  12  ;; integer values
004D: jump_if_false COPCAR_1936
03E5: text_box 'C_COMP1'
030C: set_mission_points +=  1
055F: set_player $PLAYER_CHAR max_armour +=  50
035F: set_actor $PLAYER_ACTOR armour_to  150
0595: (unknown)
0394: play_music  2
0004: $1488 =  1  ;; integer values

:COPCAR_1936
00D6: if  1
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER
004D: jump_if_false COPCAR_1984
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false COPCAR_1951
01BD: @53 = current_time_in_ms
00D6: if  0
0018:   $8222 >  60000  ;; integer values
004D: jump_if_false COPCAR_1949
0006: @56 =  60000  ;; integer values
0002: jump COPCAR_1950

:COPCAR_1949
008B: @56 = $8222  ;; integer values and handles

:COPCAR_1950
0006: @57 =  1  ;; integer values

:COPCAR_1951
01BD: @59 = current_time_in_ms
0085: @60 = @59  ;; integer values and handles
0062: @60 -= @53  ;; integer values 
0062: @56 -= @60  ;; integer values 
0085: @53 = @59  ;; integer values and handles
0085: @61 = @56  ;; integer values and handles
0016: @61 /=  1000  ;; integer values 
00D6: if  0
001B:    1 > @61  ;; integer values
004D: jump_if_false COPCAR_1969
0006: @61 =  0  ;; integer values
00D6: if  0
001D:   @59 > @91  ;; integer values  
004D: jump_if_false COPCAR_1968
00BC: text_highpriority 'C_TIME'  3000 ms  1
0006: @58 =  1  ;; integer values
0002: jump COPCAR_2003

:COPCAR_1968
0002: jump COPCAR_1971

:COPCAR_1969
0085: @91 = @59  ;; integer values and handles
000A: @91 +=  1000  ;; integer values

:COPCAR_1971
00D6: if  0
0019:   @61 > -1  ;; integer values
004D: jump_if_false COPCAR_1982
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false COPCAR_1980
09C1:  0 
01E5: text_1number_highpriority 'COPCA_T' @61  200 ms  1
0002: jump COPCAR_1982

:COPCAR_1980
09C1:  0 
01E5: text_1number_highpriority 'COPCART' @61  200 ms  1

:COPCAR_1982
0001: wait  0 ms
0002: jump COPCAR_1936

:COPCAR_1984
0396:  1 (set) useless_flag
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_1993
03C0: @34 = actor $PLAYER_ACTOR car
053F: set_car @34 tires_vulnerable  0
0227: @64 = car @34 health
000A: @64 +=  200  ;; integer values
0224: set_car @34 health_to @64

:COPCAR_1993
00D6: if  0
001B:    13 > @51  ;; integer values
004D: jump_if_false COPCAR_2002
000F: @143 -=  .075  ;; floating-point values
00D6: if  0
0023:    0.0 > @143  ;; floating-point values
004D: jump_if_false COPCAR_2001
0007: @143 =  0.0  ;; floating-point values

:COPCAR_2001
03C7: unknown_maby_cops_density @143

:COPCAR_2002
0002: jump COPCAR_163

:COPCAR_2003
0051: return

:COPCAR_2004
0004: $ON_MISSION =  0  ;; integer values
008A: $8231 = @51  ;; integer values and handles
0164: disable_marker @92
0164: disable_marker @93
0164: disable_marker @94
0164: disable_marker @95
0164: disable_marker @96
0164: disable_marker @97
0164: disable_marker @98
0164: disable_marker @99
0164: disable_marker @100
0164: disable_marker @101
0164: disable_marker @102
0164: disable_marker @103
0632: release_group @274 
0632: release_group @275 
0632: release_group @276 
014F: stop_timer $8222
0151: remove_status_text $8227
0151: remove_status_text $8223
0249: release_model @90
0249: release_model @271
0249: release_model #COLT45
0249: release_model #MICRO_UZI
0249: release_model #AK47
0249: release_model #CHROMEGUN
0249: release_model #BAT
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

:COPCAR_2033
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false COPCAR_2043
0209: @159 = random_int  0  91
00D6: if  1
0019:   @159 >  7  ;; integer values
001B:    17 > @159  ;; integer values
004D: jump_if_false COPCAR_2042
0209: @159 = random_int  0  91

:COPCAR_2042
0002: jump COPCAR_2054

:COPCAR_2043
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false COPCAR_2053
0209: @159 = random_int  2  91
00D6: if  1
0019:   @159 >  7  ;; integer values
001B:    17 > @159  ;; integer values
004D: jump_if_false COPCAR_2052
0209: @159 = random_int  2  91

:COPCAR_2052
0002: jump COPCAR_2054

:COPCAR_2053
0209: @159 = random_int  67  91

:COPCAR_2054
0085: @90 = @176(@159,91i)  ;; integer values and handles
0247: request_model @90
0051: return

:COPCAR_2057
00D6: if  0
0039:   @158 == -1  ;; integer values
004D: jump_if_false COPCAR_2062
00A0: store_actor $PLAYER_ACTOR position_to @122 @123 @120
0002: jump COPCAR_2063

:COPCAR_2062
00AA: store_car @158 position_to @122 @123 @120

:COPCAR_2063
00AA: store_car @157 position_to @118 @119 @120
0087: @120 = @118  ;; floating-point values only
0063: @120 -= @122  ;; floating-point values 
0087: @121 = @119  ;; floating-point values only
0063: @121 -= @123  ;; floating-point values 
006B: @120 *= @120  ;; floating-point values
006B: @121 *= @121  ;; floating-point values
005B: @120 += @121  ;; floating-point values 
01FB: @120 = square_root @120
0087: @124 = @120  ;; floating-point values only
000B: @124 +=  3.0  ;; floating-point values
00D6: if  0
0021:   @124 >  100.0  ;; floating-point values
004D: jump_if_false COPCAR_2078
0007: @124 =  100.0  ;; floating-point values

:COPCAR_2078
00D6: if  0
0023:    0.0 > @124  ;; floating-point values
004D: jump_if_false COPCAR_2082
0007: @124 =  0.0  ;; floating-point values

:COPCAR_2082
0051: return

:COPCAR_2083
00D6: if  0
8118:   NOT   actor @156 dead
004D: jump_if_false COPCAR_2175
00A0: store_actor @156 position_to $111 $112 $113
00D6: if  0
0042:   $72 ==  919.9  ;; floating-point values
004D: jump_if_false COPCAR_2091
00A5: $48 = create_car @90 at $111 $112 $113

:COPCAR_2091
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @156 radius  40.0  40.0  0
004D: jump_if_false COPCAR_2143
0086: $114 = $111  ;; floating-point values only
0009: $114 +=  40.0  ;; floating-point values
0086: $115 = $112  ;; floating-point values only
0009: $115 +=  40.0  ;; floating-point values
000D: $111 -=  40.0  ;; floating-point values
000D: $112 -=  40.0  ;; floating-point values
01C3: remove_references_to_car $48  ;; Like turning a car into any random car
0004: $48 = -1  ;; integer values
0327: $48 = create_random_car_with_actors -1 in_area $111 $112 $114 $115
00D6: if  21
0038:   $48 == -1  ;; integer values
07D6: @35 $48 
004D: jump_if_false COPCAR_2113
062E: @156  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2112
05E2: unknown_action_sequence @156 $PLAYER_ACTOR 

:COPCAR_2112
0002: jump COPCAR_2142

:COPCAR_2113
00D6: if  0
0185:   car $48 health >=  400
004D: jump_if_false COPCAR_2135
046D: @55 = unknown_actor @156 car car_seats
01EA: @160 = car $48 max_passengers
00D6: if  0
801D:   NOT   @55 > @160  ;; integer values  
004D: jump_if_false COPCAR_2129
062E: @156  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2128
020A: set_car $48 door_status_to  1
00AD: set_car $48 max_speed_to  0.0
05CB: unknown_action_sequence @156 $48 -2 

:COPCAR_2128
0002: jump COPCAR_2134

:COPCAR_2129
062E: @156  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2134
05E2: unknown_action_sequence @156 $PLAYER_ACTOR 

:COPCAR_2134
0002: jump COPCAR_2142

:COPCAR_2135
062E: @156  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2140
05E2: unknown_action_sequence @156 $PLAYER_ACTOR 

:COPCAR_2140
01C3: remove_references_to_car $48  ;; Like turning a car into any random car
0004: $48 = -1  ;; integer values

:COPCAR_2142
0002: jump COPCAR_2175

:COPCAR_2143
03D3: point $111 $112 $113 get_nearby_vector $111 $112 $113 $72
00D6: if  0
80C2:   NOT   sphere_onscreen $111 $112 $113  3.0
004D: jump_if_false COPCAR_2175
00D6: if  0
838A:   NOT   car_in_cube $111 $112 $113  3.0  3.0  2.0
004D: jump_if_false COPCAR_2166
00D6: if  0
0248:   model @90 available
004D: jump_if_false COPCAR_2165
062E: @156  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2165
01C3: remove_references_to_car $48  ;; Like turning a car into any random car
00A5: $48 = create_car @90 at $111 $112 $113
00D6: if  0
0185:   car $48 health >=  800
004D: jump_if_false COPCAR_2163
0224: set_car $48 health_to  800

:COPCAR_2163
0175: set_car $48 z_angle_to $72
05CB: unknown_action_sequence @156 $48 -2 

:COPCAR_2165
0002: jump COPCAR_2175

:COPCAR_2166
00D6: if  0
00FF:   actor @156  0 ()near_point_on_foot $111 $112 $113 radius  3.0  3.0  2.0
004D: jump_if_false COPCAR_2175
062E: @156  1491 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2175
02C0: set $111 $112 $113 to_ped_path_coords_closest_to $111 $112 $113
05D3: unknown_action_sequence @156 $111 $112 $113  6 -2 

:COPCAR_2175
0051: return

:COPCAR_2176
01BD: @161 = current_time_in_ms
077E: $3396 = active_interior
00D6: if  0
0038:   $3396 ==  0  ;; integer values
004D: jump_if_false COPCAR_2248
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false COPCAR_2248
00D6: if  1
01F4:   car @153 flipped
01C1:   car @153 stopped
004D: jump_if_false COPCAR_2205
0006: @52 =  1  ;; integer values
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @153 radius  90.0  90.0 unknown  0
004D: jump_if_false COPCAR_2195
03ED: (unknown) @153  0 
0006: @154 = -9  ;; integer values
0002: jump COPCAR_2205

:COPCAR_2195
00D6: if  0
82CA:   NOT   car @153 bounding_sphere_visible
004D: jump_if_false COPCAR_2205
00AA: store_car @153 position_to $116 $117 $118
03D3: point $116 $117 $118 get_nearby_vector $116 $117 $118 $72
00D6: if  0
80C2:   NOT   sphere_onscreen $116 $117 $118  4.0
004D: jump_if_false COPCAR_2205
00AB: put_car @153 at $116 $117 $118
0175: set_car @153 z_angle_to $72

:COPCAR_2205
00D6: if  0
01AF:   car @153  0 ()near_point @150 @151 @152 radius  4.0  4.0  4.0
004D: jump_if_false COPCAR_2243
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false COPCAR_2213
0085: @155 = @161  ;; integer values and handles
0006: @154 =  1  ;; integer values

:COPCAR_2213
0062: @161 -= @155  ;; integer values 
00D6: if  0
0039:   @154 ==  1  ;; integer values
004D: jump_if_false COPCAR_2243
00D6: if  0
0019:   @161 >  8000  ;; integer values
004D: jump_if_false COPCAR_2243
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @153 radius  90.0  90.0 unknown  0
004D: jump_if_false COPCAR_2227
03ED: (unknown) @153  0 
01BD: @155 = current_time_in_ms
0006: @154 = -9  ;; integer values
0002: jump COPCAR_2243

:COPCAR_2227
00D6: if  0
82CA:   NOT   car @153 bounding_sphere_visible
004D: jump_if_false COPCAR_2243
00AA: store_car @153 position_to $116 $117 $118
03D3: point $116 $117 $118 get_nearby_vector $116 $117 $118 $72
00D6: if  0
838A:   NOT   car_in_cube $116 $117 $118  4.0  4.0  4.0
004D: jump_if_false COPCAR_2243
00D6: if  0
80C2:   NOT   sphere_onscreen $116 $117 $118  4.0
004D: jump_if_false COPCAR_2243
00AB: put_car @153 at $116 $117 $118
0175: set_car @153 z_angle_to $72
01BD: @155 = current_time_in_ms
0006: @154 =  0  ;; integer values
0006: @52 =  1  ;; integer values

:COPCAR_2243
00D6: if  0
81AF:   NOT   car @153  0 ()near_point @150 @151 @152 radius  4.0  4.0  4.0
004D: jump_if_false COPCAR_2248
00AA: store_car @153 position_to @150 @151 @152
0006: @154 =  0  ;; integer values

:COPCAR_2248
0051: return
01BD: $16 = current_time_in_ms
0051: return
0051: return
0051: return

:COPCAR_2253
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false COPCAR_2316
00D6: if  0
07FD:   group @274 alive
004D: jump_if_false COPCAR_2316
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false COPCAR_2276
00D6: if  0
86EE:   NOT   actor @37 in_group @274 
004D: jump_if_false COPCAR_2275
00D6: if  0
00F2:   actor @37 near_actor @36 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2270
0631: put_actor @37 in_group @274 
0002: jump COPCAR_2275

:COPCAR_2270
062E: @37  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2275
05E2: unknown_action_sequence @37 $PLAYER_ACTOR 

:COPCAR_2275
0002: jump COPCAR_2278

:COPCAR_2276
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian
0006: @37 = -1  ;; integer values

:COPCAR_2278
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false COPCAR_2295
00D6: if  0
86EE:   NOT   actor @38 in_group @274 
004D: jump_if_false COPCAR_2294
00D6: if  0
00F2:   actor @38 near_actor @36 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2289
0631: put_actor @38 in_group @274 
0002: jump COPCAR_2294

:COPCAR_2289
062E: @38  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2294
05E2: unknown_action_sequence @38 $PLAYER_ACTOR 

:COPCAR_2294
0002: jump COPCAR_2297

:COPCAR_2295
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian
0006: @38 = -1  ;; integer values

:COPCAR_2297
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false COPCAR_2314
00D6: if  0
86EE:   NOT   actor @39 in_group @274 
004D: jump_if_false COPCAR_2313
00D6: if  0
00F2:   actor @39 near_actor @36 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2308
0631: put_actor @39 in_group @274 
0002: jump COPCAR_2313

:COPCAR_2308
062E: @39  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2313
05E2: unknown_action_sequence @39 $PLAYER_ACTOR 

:COPCAR_2313
0002: jump COPCAR_2316

:COPCAR_2314
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian
0006: @39 = -1  ;; integer values

:COPCAR_2316
0051: return

:COPCAR_2317
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false COPCAR_2380
00D6: if  0
07FD:   group @275 alive
004D: jump_if_false COPCAR_2380
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false COPCAR_2340
00D6: if  0
86EE:   NOT   actor @42 in_group @275 
004D: jump_if_false COPCAR_2339
00D6: if  0
00F2:   actor @42 near_actor @41 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2334
0631: put_actor @42 in_group @275 
0002: jump COPCAR_2339

:COPCAR_2334
062E: @42  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2339
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 

:COPCAR_2339
0002: jump COPCAR_2342

:COPCAR_2340
01C2: remove_references_to_actor @42  ;; Like turning an actor into a random pedestrian
0006: @42 = -1  ;; integer values

:COPCAR_2342
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false COPCAR_2359
00D6: if  0
86EE:   NOT   actor @43 in_group @275 
004D: jump_if_false COPCAR_2358
00D6: if  0
00F2:   actor @43 near_actor @41 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2353
0631: put_actor @43 in_group @275 
0002: jump COPCAR_2358

:COPCAR_2353
062E: @43  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2358
05E2: unknown_action_sequence @43 $PLAYER_ACTOR 

:COPCAR_2358
0002: jump COPCAR_2361

:COPCAR_2359
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian
0006: @43 = -1  ;; integer values

:COPCAR_2361
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false COPCAR_2378
00D6: if  0
86EE:   NOT   actor @44 in_group @275 
004D: jump_if_false COPCAR_2377
00D6: if  0
00F2:   actor @44 near_actor @41 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2372
0631: put_actor @44 in_group @275 
0002: jump COPCAR_2377

:COPCAR_2372
062E: @44  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2377
05E2: unknown_action_sequence @44 $PLAYER_ACTOR 

:COPCAR_2377
0002: jump COPCAR_2380

:COPCAR_2378
01C2: remove_references_to_actor @44  ;; Like turning an actor into a random pedestrian
0006: @44 = -1  ;; integer values

:COPCAR_2380
0051: return

:COPCAR_2381
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false COPCAR_2444
00D6: if  0
07FD:   group @276 alive
004D: jump_if_false COPCAR_2444
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false COPCAR_2404
00D6: if  0
86EE:   NOT   actor @47 in_group @276 
004D: jump_if_false COPCAR_2403
00D6: if  0
00F2:   actor @47 near_actor @46 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2398
0631: put_actor @47 in_group @276 
0002: jump COPCAR_2403

:COPCAR_2398
062E: @47  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2403
05E2: unknown_action_sequence @47 $PLAYER_ACTOR 

:COPCAR_2403
0002: jump COPCAR_2406

:COPCAR_2404
01C2: remove_references_to_actor @47  ;; Like turning an actor into a random pedestrian
0006: @47 = -1  ;; integer values

:COPCAR_2406
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false COPCAR_2423
00D6: if  0
86EE:   NOT   actor @48 in_group @276 
004D: jump_if_false COPCAR_2422
00D6: if  0
00F2:   actor @48 near_actor @46 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2417
0631: put_actor @48 in_group @276 
0002: jump COPCAR_2422

:COPCAR_2417
062E: @48  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2422
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 

:COPCAR_2422
0002: jump COPCAR_2425

:COPCAR_2423
01C2: remove_references_to_actor @48  ;; Like turning an actor into a random pedestrian
0006: @48 = -1  ;; integer values

:COPCAR_2425
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false COPCAR_2442
00D6: if  0
86EE:   NOT   actor @49 in_group @276 
004D: jump_if_false COPCAR_2441
00D6: if  0
00F2:   actor @49 near_actor @46 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2436
0631: put_actor @49 in_group @276 
0002: jump COPCAR_2441

:COPCAR_2436
062E: @49  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2441
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:COPCAR_2441
0002: jump COPCAR_2444

:COPCAR_2442
01C2: remove_references_to_actor @49  ;; Like turning an actor into a random pedestrian
0006: @49 = -1  ;; integer values

:COPCAR_2444
0051: return

:COPCAR_2445
060B: unknown_actor_use_entity @50 @267 
0433: (unknown) @50  1 
02A9: set_actor @50 immune_to_nonplayer  1
0982: @50  1 
077A: @50  4  0 
077A: @50  4  4 
077A: @50  4  5 
077A: @50  4  6 
077A: @50  4  7 
077A: @50  4  8 
077A: @50  4  14 
077A: @50  4  9 
077A: @50  4  11 
077A: @50  4  13 
077A: @50  4  12 
077A: @50  4  17 
077A: @50  4  18 
077A: @50  4  19 
077A: @50  4  21 
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false COPCAR_2468
0209: @159 = random_int  0  2

:COPCAR_2468
00D6: if  0
0019:   @51 >  1  ;; integer values
004D: jump_if_false COPCAR_2472
0209: @159 = random_int  0  3

:COPCAR_2472
00D6: if  0
0019:   @51 >  4  ;; integer values
004D: jump_if_false COPCAR_2476
0209: @159 = random_int  0  4

:COPCAR_2476
00D6: if  0
0019:   @51 >  6  ;; integer values
004D: jump_if_false COPCAR_2480
0209: @159 = random_int  0  5

:COPCAR_2480
00D6: if  0
0019:   @51 >  8  ;; integer values
004D: jump_if_false COPCAR_2484
0209: @159 = random_int  0  6

:COPCAR_2484
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false COPCAR_2496
0209: @159 = random_int  10  13
00D6: if  0
0039:   @159 ==  10  ;; integer values
004D: jump_if_false COPCAR_2492
01B2: give_actor @50 weapon  5 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2492
00D6: if  0
0039:   @159 ==  11  ;; integer values
004D: jump_if_false COPCAR_2496
01B2: give_actor @50 weapon  5 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2496
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false COPCAR_2500
01B2: give_actor @50 weapon  22 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2500
00D6: if  0
0039:   @159 ==  2  ;; integer values
004D: jump_if_false COPCAR_2504
01B2: give_actor @50 weapon  28 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2504
00D6: if  0
0039:   @159 ==  3  ;; integer values
004D: jump_if_false COPCAR_2508
01B2: give_actor @50 weapon  30 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2508
00D6: if  21
0039:   @159 ==  4  ;; integer values
0039:   @159 ==  5  ;; integer values
004D: jump_if_false COPCAR_2513
01B2: give_actor @50 weapon  25 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2513
0051: return

:COPCAR_2514
00D6: if  0
8038:   NOT   $8222 == -100  ;; integer values
004D: jump_if_false COPCAR_2524
00D6: if  0
001A:    1 > $8222  ;; integer values
004D: jump_if_false COPCAR_2524
0006: @58 =  1  ;; integer values
00BA: text_styled 'M_FAIL'  5000 ms  1
00BC: text_highpriority 'C_TIME'  3000 ms  1
0051: return

:COPCAR_2524
00D6: if  1
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER
004D: jump_if_false COPCAR_2571
0396:  0 (clear) useless_flag
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false COPCAR_2540
01BD: @53 = current_time_in_ms
00D6: if  0
0018:   $8222 >  60000  ;; integer values
004D: jump_if_false COPCAR_2538
0006: @56 =  60000  ;; integer values
0002: jump COPCAR_2539

:COPCAR_2538
008B: @56 = $8222  ;; integer values and handles

:COPCAR_2539
0006: @57 =  1  ;; integer values

:COPCAR_2540
01BD: @59 = current_time_in_ms
0085: @60 = @59  ;; integer values and handles
0062: @60 -= @53  ;; integer values 
0062: @56 -= @60  ;; integer values 
0085: @53 = @59  ;; integer values and handles
0085: @61 = @56  ;; integer values and handles
0016: @61 /=  1000  ;; integer values 
00D6: if  0
001B:    1 > @61  ;; integer values
004D: jump_if_false COPCAR_2558
0006: @61 =  0  ;; integer values
00D6: if  0
001D:   @59 > @91  ;; integer values  
004D: jump_if_false COPCAR_2557
00BC: text_highpriority 'C_TIME'  3000 ms  1
0006: @58 =  1  ;; integer values
0051: return

:COPCAR_2557
0002: jump COPCAR_2560

:COPCAR_2558
0085: @91 = @59  ;; integer values and handles
000A: @91 +=  1000  ;; integer values

:COPCAR_2560
00D6: if  0
0019:   @61 > -1  ;; integer values
004D: jump_if_false COPCAR_2571
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false COPCAR_2569
09C1:  0 
01E5: text_1number_highpriority 'COPCA_T' @61  200 ms  1
0002: jump COPCAR_2571

:COPCAR_2569
09C1:  0 
01E5: text_1number_highpriority 'COPCART' @61  200 ms  1

:COPCAR_2571
0293: $13 = current_controls
00D6: if  21
056C:   actor $PLAYER_ACTOR driving_police_vehicle
00DD:   actor $PLAYER_ACTOR driving_vehicle_type #HUNTER
004D: jump_if_false COPCAR_2607
03C0: @34 = actor $PLAYER_ACTOR car
053F: set_car @34 tires_vulnerable  0
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false COPCAR_2594
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false COPCAR_2589
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false COPCAR_2588
0006: @62 =  2  ;; integer values

:COPCAR_2588
0002: jump COPCAR_2593

:COPCAR_2589
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false COPCAR_2593
0006: @62 =  1  ;; integer values

:COPCAR_2593
0002: jump COPCAR_2606

:COPCAR_2594
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false COPCAR_2602
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false COPCAR_2601
0006: @62 =  2  ;; integer values

:COPCAR_2601
0002: jump COPCAR_2606

:COPCAR_2602
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false COPCAR_2606
0006: @62 =  1  ;; integer values

:COPCAR_2606
0006: @57 =  0  ;; integer values

:COPCAR_2607
00D6: if  0
0039:   @62 ==  2  ;; integer values
004D: jump_if_false COPCAR_2626
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false COPCAR_2620
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false COPCAR_2619
00BC: text_highpriority 'C_CANC'  3000 ms  1
0006: @58 =  1  ;; integer values
0051: return

:COPCAR_2619
0002: jump COPCAR_2626

:COPCAR_2620
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false COPCAR_2626
00BC: text_highpriority 'C_CANC'  3000 ms  1
0006: @58 =  1  ;; integer values
0051: return

:COPCAR_2626
0051: return