{$CLEO .cs}

//-------------MAIN---------------
0000:nop

:TARGET_CAR_1
wait 0
if and
Player.Defined($PLAYER_CHAR)
$ONMISSION == 0 
else_jump @TARGET_CAR_1
if
actor.Driving($PLAYER_ACTOR)
else_jump @TARGET_CAR_1
if and
84A7:   not actor $PLAYER_ACTOR driving_boat 
84A9:   not actor $PLAYER_ACTOR driving_heli 
   not Actor.DrivingPlane($PLAYER_ACTOR)
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
89AE:   not actor $PLAYER_ACTOR driving_train 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @TARGET_CAR_1
car.RemoveReferences(0@)
03C0: 0@ = actor $PLAYER_ACTOR car
//if        //       .
//0A01:   model 0@ minimum_4wheels_vehicle 
//else_jump @TARGET_CAR_1 

:TARGET_CAR_2
wait 0
if and
not actor.Driving($PLAYER_ACTOR)
Player.Defined($PLAYER_CHAR)
else_jump @TARGET_CAR_3
 2@ = 0 //  
 3@ = 1 //    0 
 6@ = 1//    
 jump @LOAD_ANIM_CAR_STORE
 
:TARGET_CAR_3    //Ҩ 
wait 0
if 
  actor.Dead($PLAYER_ACTOR)
 else_Jump @TARGET_CAR_2
 car.RemoveReferences(0@) 
 wait 1000
 Jump @TARGET_CAR_1
//=================================================================================
//=================================================================================
//=================================================================================
:LOAD_ANIM_CAR_STORE
wait 0
04ED: load_animation "GHANDS"
04ED: load_animation "MISC" 
04ED: load_animation  "COP_AMBIENT"
04ED: load_animation  "POOL"
04ED: load_animation  "SNM"
//$ONMISSION = 1
038B: load_requested_models 

:LOAD_ANIM_CAR_STORE_1
wait 0
if and
04EE: animation "GHANDS" loaded
04EE: animation "PED" loaded
04EE: animation "MISC" loaded 
04EE: animation "COP_AMBIENT" loaded 
04EE: animation "POOL" loaded 
04EE: animation "SNM" loaded 
else_jump @LOAD_ANIM_CAR_STORE_1
//================================================================================
//========================  =====================================
//==============================================================================
//===YELMI               .
//===========


 :PRESSKEY_01     //Ҩ   
wait 0
if and
//0AB0:  key_pressed 9   
00E1: key_pressed 0 4 //-=TAB=-
not actor.Driving($PLAYER_ACTOR)
not actor.Dead($PLAYER_ACTOR)
else_Jump @PRESSKEY_44
wait 300
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 -3.0 0.0 
if  and
3@ == 0
00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
00E1: key_pressed 0 4 //-=TAB=-          .
else_jump  @KANISTRA_viev //@KANISTRA_viev
jump @RAMKA

:PRESSKEY_44    //Ҩ 
wait 0
if or
 8205:   not actor $PLAYER_ACTOR near_car 0@ radius 100.0 100.0 10.0 flag 0 
 //wasted_or_busted //-    .
  actor.Dead($PLAYER_ACTOR)
 else_Jump @PRESSKEY_45
 car.RemoveReferences(0@)
 object.Destroy(1@)//
 object.Destroy(5@)//
 object.Destroy(7@)//
 wait 1000
 jump @TARGET_CAR_1
 
  :PRESSKEY_45       ///       
  wait 0
 if 
  actor.Driving($PLAYER_ACTOR)
 else_Jump @PRESSKEY_01 
 if
  2@ == 1   // 
 else_Jump @CARS_structure_1 //     
 Jump @NA4ALO_KANISTRA_2
 
 :CARS_structure_1
 //00BA: text_styled 'M_FAIL' 5000 ms 1
 car.RemoveReferences(0@)
 object.Destroy(1@)//
 object.Destroy(5@)//
 object.Destroy(7@)//
 wait 1000
 jump @TARGET_CAR_1  //   
//===============================================================================
//========================    ======================
//================================================================================
:KANISTRA_viev       //Ҩ Ш 
wait 0
 if 
 03CA: object 1@ exists 
 else_jump @KOLESO_VIEV
 if and
 8685: not object 1@ attached
 0471: unknown_actor $PLAYER_ACTOR near_object 1@ radius 1.0 1.0 unknown 0
 else_jump @KOLESO_VIEV
 object.Destroy(1@)
 gosub @LOAD_NABOR_KANISTRA_1a
 070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
 21@ = actor.Angle($PLAYER_ACTOR)
 21@ += 90.0
 object.Angle(1@) = 21@
  wait 1000
 Jump @KANISTRA_road_1
 
 :KOLESO_VIEV
 wait 0
 if
  03CA: object 5@ exists //   1073
  else_jump @INSTRUMENT_VIEV
  if and
  8685: not object 5@ attached
  0471: unknown_actor $PLAYER_ACTOR near_object 5@ radius 1.0 1.0 unknown 0
 else_jump @INSTRUMENT_VIEV
 object.Destroy(5@)
 gosub @LOAD_NABOR_KOLESO_1a
 070A: AS_actor $PLAYER_ACTOR attach_to_object 5@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
 21@ = actor.Angle($PLAYER_ACTOR)
 21@ += 90.0
 object.Angle(5@) = 21@
 wait 1000
 Jump @KOLESO_ROAD_1
  
   :INSTRUMENT_VIEV
 wait 0
 if
  03CA: object 7@ exists //   1073
  else_jump @DALSHE_1
  if and
  8685: not object 7@ attached
  0471: unknown_actor $PLAYER_ACTOR near_object 7@ radius 1.0 1.0 unknown 0
 else_jump @DALSHE_1
   object.Destroy(7@)
 gosub @LOAD_NABOR_INSTRUMENT_1a
 070A: AS_actor $PLAYER_ACTOR attach_to_object 7@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
 21@ = actor.Angle($PLAYER_ACTOR)
 21@ += 90.0
 object.Angle(7@) = 21@
 wait 1000
 Jump @INSTRUMENT_ROAD_1
 
 :DALSHE_1    //Ҩ   
 gosub @LOAD_ANIM_1
 jump @OPEN_BAGAGNIK_KAPOT_1
 //================================================================================
 //======================================================================
 //================================================================================
   :INSTRUMENT_ROAD_1 //  .
  wait 0
if and
 0471: unknown_actor $PLAYER_ACTOR near_object 7@ radius 1.0 1.0 unknown 0
 00E1: key_pressed 0 15 //-=EXIT=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @INSTRUMENT_ROAD_2
  object.Destroy(7@)
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 0.0 0.0
  if          //        
  80EC:   not actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 4.0 4.0
   else_jump  @INSTRUMENT_increat
   gosub @LOAD_NABOR_INSTRUMENT_1a //  
  04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset -0.40 -0.40 0.0
  object.PutAt(7@,21@, 22@, 23@) 
   Jump @PRESSKEY_01
   
   :INSTRUMENT_increat
   gosub @LOAD_NABOR_INSTRUMENT_1 //  
  Jump @PRESSKEY_01
 
  :INSTRUMENT_ROAD_2 //  
   wait 0
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 3.0 0.0 
if  and
00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 00E1: key_pressed 0 4 //-=TAB=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @INSTRUMENT_ROAD_3
 0657: car 0@ open_componentA 0
 22@ = car.Angle(0@)
22@ -= 180.0
actor.Angle($PLAYER_ACTOR) = 22@
gosub @LOAD_ANIM_7
0615: define_action_sequences 23@
0605: actor -1 perform_animation_sequence "sc_ltol" from_file "SCRATCHING" 4.0 loop 0 0 0 0 -1 
0605: actor -1 perform_animation_sequence "POOL_Med_Start" from_file "POOL" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "SHP_Serve_Loop" from_file "SHOP" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "sc_ltor" from_file "SCRATCHING" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "POOL_Long_Start" from_file "POOL" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "Barserve_bottle" from_file "BAR" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 23@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 23@
061B: remove_references_to_action_sequences 23@
wait 100
//04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.80 -0.30 -0.90
 wait 1000
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.90 0.0
 064B: 20@ = create_particle "explosion_door" at 21@ 22@ 23@ 1
 064C: make_particle 20@ visible //, $PaLe -  
 wait 3000
 0650: destroy_particle 20@ //, $PaLe -  
 wait 100
 064B: 20@ = create_particle "overheat_car_electric" at 21@ 22@ 23@ 1
 064C: make_particle 20@ visible //, $PaLe -  
 wait 2000
 0650: destroy_particle 20@ //, $PaLe -  
 wait 100
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.20
 064B: 20@ = create_particle "prt_gunshell" at 21@ 22@ 23@ 1
 064C: make_particle 20@ visible //, $PaLe -  
 wait 2000
 0650: destroy_particle 20@ //, $PaLe -  
//==== ====
0227: 21@ = car 0@ health
21@ += 100
01E3: text_1number_styled 'dollar' 21@ 5000 ms 4
0224: set_car 0@ health_to 21@
//038D: create_texture  13 position  100.0  100.0 scale  130.0  130.0 color  255  255  255 alpha 255
if
 21@ > 1000
 else_jump @INSTRUMENT_ROAD_3
 //038D: create_texture  12 position  100.0  100.0 scale  130.0  130.0 color  255  255  255 alpha 255 
  21@ = 1000
  01E3: text_1number_styled 'dollar' 21@ 5000 ms 4
  0224: set_car 0@ health_to 21@
  Jump @INSTRUMENT_ROAD_3
 
  :INSTRUMENT_ROAD_3 //     
  Wait 0
  if or
 actor.Driving($PLAYER_ACTOR)
 8205:   not actor $PLAYER_ACTOR near_car 0@ radius 50.0 50.0 10.0 flag 0
 wasted_or_busted //-    .
 else_Jump @INSTRUMENT_ROAD_1
 object.Destroy(7@)
 06D6: disable_racing_checkpoint 20@
 jump @PRESSKEY_01
 
 //================================================================================
 //========================================================================
 //================================================================================
  :KOLESO_ROAD_1 //  .
  wait 0
if and
 0471: unknown_actor $PLAYER_ACTOR near_object 5@ radius 1.0 1.0 unknown 0
 00E1: key_pressed 0 15 //-=EXIT=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @KOLESO_ROAD_2
  object.Destroy(5@)
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 0.0 0.0
  if          //        
  80EC:   not actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 4.0 4.0
   else_jump  @KOLESO_increat
   gosub @LOAD_NABOR_KOLESO_1a //   
  04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset -0.40 -0.40 0.0
  object.PutAt(5@,21@, 22@, 23@) 
   Jump @PRESSKEY_01
   
   :KOLESO_increat
   gosub @LOAD_NABOR_KOLESO_1 //   
    Jump @PRESSKEY_01
 
  :KOLESO_ROAD_2 //  
   wait 0
if and
 00E1: key_pressed 0 4 //-=TAB=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @KOLESO_ROAD_3 
 // object.Destroy(5@)
 // gosub @LOAD_NABOR_KOLESO_1 //   
 gosub @TIRESrepare_ZONE_1
 6@ -= 1// 
  Jump @PRESSKEY_01
 
  :KOLESO_ROAD_3 //     
  Wait 0
  if or
 actor.Driving($PLAYER_ACTOR)
 8205:   not actor $PLAYER_ACTOR near_car 0@ radius 50.0 50.0 10.0 flag 0
 wasted_or_busted //-    .
 else_Jump @KOLESO_ROAD_1
 object.Destroy(5@)
 06D6: disable_racing_checkpoint 20@
 jump @PRESSKEY_01
 //===========================================
  //==================== ˨=============
  //===============================================
  :TIRESrepare_ZONE_1//  
  wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 2.0 2.0 -0.50 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @TIRESrepare_ZONE_2
 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 2.50 2.0 -0.50 
 actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
 21@ = car.Angle(0@)
 21@ += 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 0699: set_car 0@ repair_tire 2
 wait 100
 gosub @LOAD_ANIM_8
 0605: actor $PLAYER_ACTOR perform_animation_sequence "SHP_Tray_Return" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
 wait 2000
 object.Destroy(5@)
 return
 
  :TIRESrepare_ZONE_2//  
  wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.0 2.0 -0.50
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @TIRESrepare_ZONE_3
 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.50 2.0 -0.50 
 actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
 21@ = car.Angle(0@)
 21@ -= 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 0699: set_car 0@ repair_tire 0
 gosub @LOAD_ANIM_8
 0605: actor $PLAYER_ACTOR perform_animation_sequence "SHP_Tray_Return" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
  wait 2000
 object.Destroy(5@)
 return
 
 :TIRESrepare_ZONE_3//  
  wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset  2.0 -2.0 -0.50 
 if
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @TIRESrepare_ZONE_4
 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 2.50 -2.0 -0.50 
 actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
 21@ = car.Angle(0@)
 21@ += 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 0699: set_car 0@ repair_tire 3
 gosub @LOAD_ANIM_8
 0605: actor $PLAYER_ACTOR perform_animation_sequence "SHP_Tray_Return" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
  wait 2000
 object.Destroy(5@)
 return
 
 :TIRESrepare_ZONE_4//  
  wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.0 -2.0 -0.50 
 if
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @TIRESrepare_ZONE_FAILED
 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.50 -2.0 -0.50 
 actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
 21@ = car.Angle(0@)
 21@ -= 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 0699: set_car 0@ repair_tire 1
 gosub @LOAD_ANIM_8 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SHP_Tray_Return" from_file "FOOD" 4.0 loop 0 0 0 0 -1 ms 
 wait 2000
 object.Destroy(5@)
 return
 
:TIRESrepare_ZONE_FAILED
wait 0
// 0650: destroy_particle 20@ //, $PaLe -  
 wait 1000
 jump @KOLESO_ROAD_1

  
  
 //================================================================================
 //========================================================================
 //================================================================================
 :KANISTRA_road_1   //Ҩ     .
wait 0
if and
 2@ == 0
 00E1: key_pressed 0 4 //-=TAB=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @KANISTRA_road_2
 0615: define_action_sequences 21@
 0605: actor -1 perform_animation_sequence "IDLE_taxi" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
 //0605: actor -1 perform_animation_sequence "Hiker_Pose_L" from_file "MISC" 4.0 loop 0 0 0 0 -1 ms
 //0605: actor -1 perform_animation_sequence "Hiker_Pose" from_file "MISC" 4.0 loop 0 0 0 1 -1 ms
 0616: define_action_sequences_end 21@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 21@
061B: remove_references_to_action_sequences 21@
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 28@ closest_ped_to 29@
if and
056D:   actor 29@ defined
056E: 28@
else_jump @KANISTRA_road_2 
if  //and
 actor.Driving(29@) 
//not actor.DrivingVehicleType(29@,0@) 
else_jump @KANISTRA_road_2 
//actor.DestroyInstantly(29@)
//04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.50 -5.50
//0376: 29@ = create_random_actor 21@ 22@ 23@
05D6: clear_scmpath 
actor.SetImmunities(29@,1 , 1, 1, 1, 1) 
//05CB: AS_actor 29@ enter_car 28@ as_driver 100 ms 
Car.SetDriverBehaviour(28@, DriveToPlayer)
//00AD: set_car 28@ max_speed_to 0.0 
//04BA: set_car 28@ speed_instantly 5.0 
marker.CreateAboveActor(20@,29@)
gosub @LOAD_driveTXD_frazi
wait 2000
jump @GIVE_DRIVER_BENZO_1  
 
 :KANISTRA_road_2  //Ҩ  
 wait 0
if and
 0471: unknown_actor $PLAYER_ACTOR near_object 1@ radius 2.0 2.0 unknown 0
 00E1: key_pressed 0 15 //-=EXIT=-
  else_jump @KANISTRA_road_3
  2@ = 0//  
  wait 1000
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 0.0 0.0
  if          //        
  80EC:   not actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 4.0 4.0 
  else_jump @kanistra_car_poin_actor
  06D6: disable_racing_checkpoint 20@
  object.Destroy(1@)
  gosub @LOAD_NABOR_KANISTRA_1a
  04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.50 -0.70 
  object.PutAt(1@,21@, 22@, 23@)
  wait 1000
  Jump @PRESSKEY_01
  
  :kanistra_car_poin_actor //   -
  06D6: disable_racing_checkpoint 20@
  object.Destroy(1@)
  gosub @LOAD_NABOR_KANISTRA_1
  wait 1000
   Jump @PRESSKEY_01
   
   :KANISTRA_road_3    //Ҩ    
wait 0
if or
 actor.Driving($PLAYER_ACTOR)
 8205:   not actor $PLAYER_ACTOR near_car 0@ radius 100.0 100.0 10.0 flag 0
 //8202:   not actor $PLAYER_ACTOR near_car $IMPORT_CAR_HANDLES(4@,5i) radius 500.0 500.0 flag 0 
 wasted_or_busted //-    .
 else_Jump @KANISTRA_road_4
 object.Destroy(1@)
 06D6: disable_racing_checkpoint 20@
 jump @PRESSKEY_01
 
   :KANISTRA_road_4   //Ҩ     .
wait 0
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset  -1.70 -1.0 -0.50 
if and
 2@ == 1
 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 21@ 22@ 23@ radius 1.5 1.5 1.0 on_foot 
 else_jump @KANISTRA_road_1
 if and
 03CA: object 1@ exists 
 00E1: key_pressed 0 4 //-=TAB=-
 not actor.Driving($PLAYER_ACTOR)
 else_jump @KANISTRA_road_1
 06D6: disable_racing_checkpoint 20@
 03F0: text_draw_toggle  0 //     
 wait 0 
 038D: create_texture  5 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255
  object.Destroy(1@) 
  gosub @LOAD_NABOR_KANISTRA_1a 
  //===============
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.10 -2.10 -0.50
  actor.PutAt($PLAYER_ACTOR,21@, 22@, 23@)
  wait 500
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.10 
 069B: attach_object 1@ to_actor $PLAYER_ACTOR at_offset 0.10 0.40 0.0 rotation 0.0 95.0 90.0
 0605: actor $PLAYER_ACTOR perform_animation_sequence "Spanking_IdleP" from_file "SNM" 4.0 loop 0 0 0 0 4000 ms
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.10
 064B: 20@ = create_particle "coke_trail" at 21@ 22@ 23@ 1
 066A: 20@ = attach_particle "coke_trail" to_actor $PLAYER_ACTOR with_offset  0.10 0.50 0.0 rotation  -40.0 0.0 0.0 flag 1 
 064C: make_particle 20@ visible
 21@ = car.Angle(0@)
 21@ -= 90.0
 actor.Angle($PLAYER_ACTOR) = 21@
 wait 4000
 0650: destroy_particle 20@
 object.Destroy(1@)
 Jump @PRESSKEY_01
 //=============================================
  :LOAD_driveTXD_frazi
0390: load_txd_dictionary "FRAZI"  // TXD  -        
038F: request_texture "GAS1" as  1  // -        
038F: request_texture "GAS2" as  2  //
038F: request_texture "GAS3" as  3  //
038F: request_texture "GAS4" as  4  //
038F: request_texture "GAS5" as  5  // 
return
 //===============================================
 //======    -1=============
 //===============================================
 :GIVE_DRIVER_BENZO_1 //  
 wait 0
 if //and
  //00E1: key_pressed 0 4 //-=TAB=-
  00F3:   actor $PLAYER_ACTOR near_actor 29@ radius 2.0 2.0 0 on_foot 
   else_jump @GIVE_DRIVER_BENZO_2
   marker.Disable(20@)
   038D: create_texture  1 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255
   Car.LockInCurrentPosition(28@) = true
   car.DoorStatus(28@) = 2 
   wait 1000
   0639: AS_actor $PLAYER_ACTOR rotate_to_actor 29@
   wait 1000
   0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_chat" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
   wait 1000
   0633: AS_actor 29@ exit_car 
   wait 1000
   0639: AS_actor $PLAYER_ACTOR rotate_to_actor 29@
  object.Destroy(1@)
  gosub @LOAD_NABOR_KANISTRA_1a
  070A: AS_actor 29@ attach_to_object 1@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
  21@ = actor.Angle(29@)
  21@ += 90.0
  object.Angle(1@) = 21@
0615: define_action_sequences 25@ //  
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 1.50
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR
0605: actor -1 perform_animation_sequence "IDLE_chat" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
05C2: AS_actor -1 show_the_finger
0677: AS_actor -1 chat_with_actor $PLAYER_ACTOR 1 1
//0407: store_coords_to 21@ 22@ 23@ from_car 28@ with_offset -1.50 -1.20 0.0 
//24@ = car.Angle(28@)
//24@ -= 90.0
//07CD: AS_actor -1 walk_to 21@ 22@ 23@ stop_with_angle 24@ within_radius 0.50
//0605: actor -1 perform_animation_sequence "Copbrowse_out" from_file "COP_AMBIENT" 4.0 loop 1 0 0 1 5000 ms
0823: AS_actor -1 greet_actor $PLAYER_ACTOR 0.5 3
0616: define_action_sequences_end 25@ //  
0618: assign_actor 29@ to_action_sequences 25@
061B: remove_references_to_action_sequences 25@//    
038D: create_texture  2 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255
wait 5000
object.Destroy(1@)
gosub @LOAD_NABOR_KANISTRA_1a
0382: set_object 1@ collision_detection 0
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.50 -0.70 
object.PutAt(1@,21@, 22@, 23@) 
038D: create_texture  3 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255
jump @GIVE_DRIVER_BENZO_1a

 :GIVE_DRIVER_BENZO_2   //Ҩ    
wait 0
if or
 actor.Driving($PLAYER_ACTOR)
 80F2:   not actor $PLAYER_ACTOR near_actor 29@ radius 20.0 20.0 0 
 wasted_or_busted //-    .
 else_Jump @GIVE_DRIVER_BENZO_3
//object.Destroy(1@)
marker.Disable(20@) 
actor.DestroyInstantly(29@)  
car.Destroy(28@)
 jump @KANISTRA_road_1

 :GIVE_DRIVER_BENZO_3
 wait 0
 if or
   00E1: key_pressed 0 15 //-=EXIT=-
   actor.Dead(29@)
   else_jump @GIVE_DRIVER_BENZO_1
   marker.Disable(20@) 
//object.Destroy(1@)   
car.RemoveReferences(28@)
actor.RemoveReferences(29@)
jump @KANISTRA_road_1 
//=====================================================
//================    -2====
//=====================================================

 :GIVE_DRIVER_BENZO_1a //  
 wait 0
 if //and
  00E1: key_pressed 0 4 //-=TAB=-
  //00F3:   actor $PLAYER_ACTOR near_actor 29@ radius 2.0 2.0 0 on_foot
  //0471: unknown_actor $PLAYER_ACTOR near_object 1@ radius 1.0 1.0 unknown 0 
  else_jump @GIVE_DRIVER_BENZO_3a
  038D: create_texture  4 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255
  //Car.LockInCurrentPosition(28@) = false
  car.DoorStatus(28@) = 0 
  object.Destroy(1@)
  gosub @LOAD_NABOR_KANISTRA_1a
  070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
  ///21@ = actor.Angle($PLAYER_ACTOR)
  //21@ += 90.0
  //object.Angle(1@) = 21@
  //wait 2000
  //0615: define_action_sequences 25@ //  
  //0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR
  //0605: actor -1 perform_animation_sequence "IDLE_chat" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
  //05CB: AS_actor -1 enter_car 28@ as_driver 3000 ms
  //0616: define_action_sequences_end 25@ //  
  //0618: assign_actor 29@ to_action_sequences 25@
  //061B: remove_references_to_action_sequences 25@//     
  //wait 5000
  //object.Destroy(1@)
  //gosub @LOAD_NABOR_KANISTRA_1a
 // 070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
 // 21@ = actor.Angle($PLAYER_ACTOR)
 // 21@ += 90.0
//  object.Angle(1@) = 21@
  //wait 5000
   //======     ============ 
 //05D6: clear_scmpath
 //00AD: set_car 28@ max_speed_to 20.0 
 //00AE: unknown_set_car 28@ to_ignore_traffic_lights 2
//==========   ============= 
//0208: 14@ = random_float_in_ranges 660.0 660.0 
//0208: 15@ = random_float_in_ranges 660.0 660.0 
//04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 14@ 15@ 0.0 
//02C1: store_to 24@ 25@ 26@  car_path_coords_closest_to 21@ 22@ 23@
// 00A7: car 28@ drive_to 24@ 25@ 26@ 
 2@ = 1 // 
  //wait 3000
  car.RemoveReferences(28@)
  actor.RemoveReferences(29@)
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.0 -2.0 0.0 
  06D5: 20@ = create_racing_checkpoint_at 21@ 22@ 23@ point_to 21@ 22@ 23@ type 3 radius 0.50 

  jump @KANISTRA_road_1
  
  :GIVE_DRIVER_BENZO_3a
 wait 0
 if or
   80F2:   not actor $PLAYER_ACTOR near_actor 29@ radius 20.0 20.0 0 
   actor.Dead(29@)
   else_jump @GIVE_DRIVER_BENZO_1a
object.Destroy(1@)
 car.RemoveReferences(28@)
actor.RemoveReferences(29@)
//jump @KANISTRA_road_1
jump @PRESSKEY_01 
 //===============================================================================
//========================    ======================
//================================================================================
 :OPEN_BAGAGNIK_KAPOT_1 
   wait 0
 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 3.0 0.0 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @OPEN_BAGAGNIK_KAPOT_2
 //19@ = 0.01
    jump @OPEN_KAPOT_33proverka_A 
  
 
 :OPEN_BAGAGNIK_KAPOT_2 
   wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 -3.0 0.0 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @OPEN_DOOR_LEFT_ZAD_3 
 //19@ = 0.01
    jump @OPEN_BAGANIK_44proverka_B
   //2-    4-  
//3-   5-   
    :OPEN_DOOR_LEFT_ZAD_3   //   
   wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -1.0 -1.0 -0.50 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 0.70 0.70 stopped_on_foot
 else_jump @OPEN_DOOR_LEFT_ZAD_3s 
 22@ = 4
    jump @OPEN_DOOR_55proverka_2
    
    :OPEN_DOOR_LEFT_ZAD_3s   //   
   wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -1.0 0.0 -0.50 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 0.70 0.70 stopped_on_foot
 else_jump @OPEN_DOOR_RIGHT_PERED_4 
 22@ = 2
    jump @OPEN_DOOR_55proverka_2
    
    :OPEN_DOOR_RIGHT_PERED_4   //  
   wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset  1.0 0.0 -0.50 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 0.70 0.70 stopped_on_foot
 else_jump @OPEN_DOOR_RIGHT_ZAD_5
 22@ = 3
    jump @OPEN_DOOR_55proverka_2a
    
     :OPEN_DOOR_RIGHT_ZAD_5   //   
   wait 0
  0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 1.0 -1.0 -0.50 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 0.70 0.70 stopped_on_foot
 else_jump @PRESSKEY_01
 22@ = 5
    jump @OPEN_DOOR_55proverka_2a
    
    :FAKIN_CHITER
    wait 0
    jump @PRESSKEY_01
                     //===========   =========================//
      :OPEN_KAPOT_33proverka_A   //          
       wait 0              
      095F: get_car 0@ componentA 0 rotation_to 21@
      if 
       21@ < 0.50
       else_Jump @OPEN_KAPOT_33proverka_B 
22@ = car.Angle(0@)
22@ -= 180.0
actor.Angle($PLAYER_ACTOR) = 22@
0615: define_action_sequences 23@
0605: actor -1 perform_animation_sequence "gsign2" from_file "GHANDS" 4.0 loop 0 0 0 0 -1  
0605: actor -1 perform_animation_sequence "gsign1LH" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0605: actor -1 perform_animation_sequence "gsign2LH" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 23@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 23@
061B: remove_references_to_action_sequences 23@   
       Jump @OPEN_KAPOT_33open 
       
        :OPEN_KAPOT_33proverka_B               
       wait 0              
      095F: get_car 0@ componentA 0 rotation_to 21@
      if 
       21@ > 0.50
       else_Jump @OPEN_KAPOT_33proverka_A
22@ = car.Angle(0@)
22@ -= 180.0
actor.Angle($PLAYER_ACTOR) = 22@
0615: define_action_sequences 23@
0605: actor -1 perform_animation_sequence "gsign1" from_file "GHANDS" 4.0 loop 0 0 0 0 -1  
0605: actor -1 perform_animation_sequence "gsign3" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 23@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 23@
061B: remove_references_to_action_sequences 23@   
wait 3000     
       Jump @OPEN_KAPOT_33close 
                      //=========================================//
                      
        :OPEN_BAGANIK_44proverka_A      //         
       wait 0              
      //095F: get_car 0@ componentA 1 rotation_to 21@
      //054C: use_GXT_table 'ZERO2' 
      //02FD: show_text_2numbers_lowpriority GXT 'ZER2_28' numbers 21@ 21@ time 15000 flag 1
      ////01E3: text_1number_styled 'DOLLAR' 21@ 15000 ms 4 //-  , 122- 
      if 
       3@ == 1
       //21@ >= 0.0
       //88A7: not car 0@ componentA 1 opened_or_not_present   //   
       else_Jump @OPEN_BAGANIK_44proverka_B 
       3@ = 0
       22@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 22@
0615: define_action_sequences 23@
0605: actor -1 perform_animation_sequence "gsign2" from_file "GHANDS" 4.0 loop 0 0 0 0 -1  
0605: actor -1 perform_animation_sequence "gsign1LH" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
//0605: actor -1 perform_animation_sequence "gsign2LH" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 23@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 23@
061B: remove_references_to_action_sequences 23@
//if
//83CA: not object 1@ exists
//else_jump @OPEN_BAGANIK_44open 
//gosub @LOAD_NABOR_KANISTRA_1 // 
       Jump @OPEN_BAGANIK_44open 
       
        :OPEN_BAGANIK_44proverka_B               
      wait 0              
      //095F: get_car 0@ componentA 1 rotation_to 21@
      if
       3@ == 0 
       //21@ < 0.0
       //88A7:  car 0@ componentA 0 opened_or_not_present   //   
       else_Jump @OPEN_BAGANIK_44proverka_A
       3@ = 1 //  
       22@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 22@
0615: define_action_sequences 23@
0605: actor -1 perform_animation_sequence "gsign1" from_file "GHANDS" 4.0 loop 0 0 0 0 -1  
0605: actor -1 perform_animation_sequence "gsign3" from_file "GHANDS" 4.0 loop 0 0 0 0 -1
0616: define_action_sequences_end 23@ 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 23@
061B: remove_references_to_action_sequences 23@
object.Destroy(1@)// 
object.Destroy(5@)//
object.Destroy(7@)//
wait 4000      
       Jump @OPEN_BAGANIK_44close               
//===========DOORs======= -==-  .==============
//2-    4-  
//3-   5-  
    :OPEN_DOOR_55proverka_2 //  
      wait 0              
      095F: get_car 0@ componentA 22@ rotation_to 21@
      if 
       21@ > -1.0
       else_Jump @OPEN_DOOR_55close_L  
       Jump @OPEN_DOOR_55open_L
       
        :OPEN_DOOR_55proverka_2a  //               
       wait 0              
      095F: get_car 0@ componentA 22@ rotation_to 21@
      if 
       21@ > 1.0
       else_Jump @OPEN_DOOR_55open_R
       Jump @OPEN_DOOR_55close_R                                    
                      
                      
   //====================================================/// 
//================\ ========================//
  :OPEN_KAPOT_33open
  wait 0
  21@ += 0.01
  08A6: set_car 0@ componentA 0 rotation_to 21@
  if
   21@ > 1.0
   else_jump @OPEN_KAPOT_33open
   08A6: set_car 0@ componentA 0 rotation_to 1.0
   wait 300
   jump @PRESSKEY_01
   
    :OPEN_KAPOT_33close
  wait 0
  21@ -= 0.04
  08A6: set_car 0@ componentA 0 rotation_to 21@
  if
   21@ < 0.0
   else_jump @OPEN_KAPOT_33close
   08A6: set_car 0@ componentA 0 rotation_to 0.0
   wait 300
   jump @PRESSKEY_01
   
   
        //====================================================/// 
   //=================\ =========================//
   :OPEN_BAGANIK_44open
  wait 0
  //21@ += 0.01
  //08A6: set_car 0@ componentA 1 rotation_to 21@
  //01E3: text_1number_styled 'DOLLAR' 21@ 15000 ms 4 //-  , 122- 
 // if
 //  21@ > 1.0
 //  else_jump @OPEN_BAGANIK_44open
   08A6: set_car 0@ componentA 1 rotation_to 1.0   
   wait 300
   jump @PRESSKEY_01
   
   :OPEN_BAGANIK_44close 
    // wait 0
  //21@ -= 0.01
  //08A6: set_car 0@ componentA 1 rotation_to 21@
  //if
  // 21@ < 0.0
  // else_jump @OPEN_BAGANIK_44close
   08A6: set_car 0@ componentA 1 rotation_to 0.0   
   wait 300
   jump @PRESSKEY_01
    //====================================================/// 
   //=================\ =========================// 
   :OPEN_DOOR_55open_L  
   23@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 23@
   0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_open_LHS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
    jump @OPEN_DOOR_55open_0 
   
   :OPEN_DOOR_55open_R  
   23@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 23@
   0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_open_RHS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
   jump @OPEN_DOOR_55open_0 
   
   :OPEN_DOOR_55open_0 
   wait 0
  21@ += 0.03
  08A6: set_car 0@ componentA 22@ rotation_to 21@
  if
   21@ > 1.0
   else_jump @OPEN_DOOR_55open_0 
   08A6: set_car 0@ componentA 22@ rotation_to 1.0  
   wait 300
   jump @PRESSKEY_01
   
   :OPEN_DOOR_55close_L 
   23@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 23@
   0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_close_LHS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
    jump @OPEN_DOOR_55close_0
   
   :OPEN_DOOR_55close_R 
   23@ = car.Angle(0@)
actor.Angle($PLAYER_ACTOR) = 23@
   0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_close_RHS" from_file "PED" 4.0 loop 0 0 0 0 -1 ms
    jump @OPEN_DOOR_55close_0 
    
   :OPEN_DOOR_55close_0               
     wait 0
  21@ -= 0.03
  08A6: set_car 0@ componentA 22@ rotation_to 21@
  if
   21@ < 0.0
   else_jump @OPEN_DOOR_55close_0
   08A6: set_car 0@ componentA 22@ rotation_to 0.0   
   wait 300
    jump @PRESSKEY_01
//=======================================================================================
//================== =======================================================
//=======================================================================================
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 :RAMKA
  //gosub @LOAD_driveTXD_frazi
0390: load_txd_dictionary "FRAZI"  // TXD  -        
038F: request_texture "TABLO" as  1  // -        
038F: request_texture "KURSOR" as  2  //
038F: request_texture "ZAPASKA" as  3  //
038F: request_texture "INSTRUMENT" as  4  //
038F: request_texture "KANISTRA" as  5  //
  27@ = 400.0
  22@ = 1
  23@ = 0
  038D: create_texture  1 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255
  038D: create_texture  5 position  560.0  300.0 scale  120.0  110.0 color  255  255  255 alpha 255
  21@ = car.Angle(0@)
  actor.Angle($PLAYER_ACTOR) = 21@
  actor.LockInCurrentPosition($PLAYER_ACTOR) = true
  
 :RAMKA_1
 wait 0
 if 
   00E1: key_pressed 0 4 //-=TAB=-
   //0AB0:  key_pressed 15 //-=EXIT=-
  else_jump @RAMKA_EXIT
  27@ += 24.0
  22@ += 1
  03F0: text_draw_toggle  0 //     
  wait 0
 038D: create_texture  1 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255 
 038D: create_texture  2 position  560.0  27@ scale  90.0  80.0 color  255  255  255 alpha 255
  jump @RAMKA_2
 
 :RAMKA_EXIT    //  .
 wait 0
 if
  00E1: key_pressed 0 15 //-=EXIT=-
  else_jump @RAMKA_1
  03F0: text_draw_toggle  0 //     
  wait 1000
 JUMP @RAMKA_VIBOR_EXISTS_1
 
 :RAMKA_2
 wait 0
 if
  27@ > 448.0
  else_jump @NUMBER_object_bagage_1
  22@ = 1
  27@ = 400.0
  03F0: text_draw_toggle  0 //     
  wait 0
 038D: create_texture  1 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255 
 038D: create_texture  2 position  560.0  27@ scale  90.0  80.0 color  255  255  255 alpha 255
 JUMP @NUMBER_object_bagage_1    
 
 :RAMKA_1_Koleso //  ˨
 22@ = 1
 object.Destroy(5@)
 jump @RAMKA_1
 
 :RAMKA_3
 gosub @NUMBER_object_bagage_1
 return
 //===================================================
 :RAMKA_VIBOR_EXISTS_1
 wait 0
 if
  03CA: object 5@ exists
  else_JUMP @RAMKA_VIBOR_EXISTS_2
  actor.LockInCurrentPosition($PLAYER_ACTOR) = FALSE
    Jump @KOLESO_ROAD_1
    
  :RAMKA_VIBOR_EXISTS_2
 wait 0
 if
  03CA: object 1@ exists
  else_JUMP @RAMKA_VIBOR_EXISTS_3
  actor.LockInCurrentPosition($PLAYER_ACTOR) = FALSE
    Jump @KANISTRA_ROAD_1
  
  :RAMKA_VIBOR_EXISTS_3
 wait 0
 if
  03CA: object 7@ exists
  else_JUMP @RAMKA_VIBOR_EXISTS_NOT
  actor.LockInCurrentPosition($PLAYER_ACTOR) = FALSE
    Jump @INSTRUMENT_ROAD_1
  
  :RAMKA_VIBOR_EXISTS_NOT
  actor.LockInCurrentPosition($PLAYER_ACTOR) = FALSE
  jump @PRESSKEY_01
 
  //================================================
 //============   ==========
 //=================================================
 :NUMBER_object_bagage_1    //   
 wait 0
 if
  22@ == 1
  else_jump @NUMBER_object_bagage_2
  object.Destroy(5@)
  object.Destroy(7@)  //  
  gosub @LOAD_NABOR_KOLESO_1a //   
  gosub @LOAD_ANIM_4
  038D: create_texture  3 position  560.0  300.0 scale  120.0  110.0 color  255  255  255 alpha 255
  22@ = 1
  if and 
   6@ > 0
   03CA: object 5@ exists
   else_jump @RAMKA_1_Koleso
   0605: actor $PLAYER_ACTOR perform_animation_sequence "POOL_XLong_Start" from_file "POOL" 4.0 loop 0 0 0 0 -1 ms
   wait 1000
   070A: AS_actor $PLAYER_ACTOR attach_to_object 5@ offset 0.07 0.07 -0.33 on_bone 6 0 perform_animation "NULL" IFP_file "NULL" time -1
    21@ = actor.Angle($PLAYER_ACTOR)
    21@ -= 90.0
    object.Angle(5@) = 21@
    22@ = 1
  jump @RAMKA_1
    
    :NUMBER_object_bagage_2  //   
 wait 0
 if
  22@ == 2
  else_jump @NUMBER_object_bagage_3
  038D: create_texture  5 position  560.0  300.0 scale  120.0  110.0 color  255  255  255 alpha 255
  object.Destroy(1@)
  object.Destroy(5@)
  gosub @LOAD_NABOR_KANISTRA_1a   //   
  gosub @LOAD_ANIM_4
  0605: actor $PLAYER_ACTOR perform_animation_sequence "POOL_XLong_Start" from_file "POOL" 4.0 loop 0 0 0 0 -1 ms
    wait 1000
    070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
    21@ = actor.Angle($PLAYER_ACTOR)
    21@ += 90.0
    object.Angle(1@) = 21@
    22@ = 2
   jump @RAMKA_1
  
   :NUMBER_object_bagage_3     //   
 wait 0
 if
  22@ == 3
  else_jump @RAMKA_1
   object.Destroy(7@)
    object.Destroy(1@)
    gosub @LOAD_NABOR_INSTRUMENT_1a //   
    gosub @LOAD_ANIM_4
    038D: create_texture  4 position  560.0  300.0 scale  120.0  110.0 color  255  255  255 alpha 255
    0605: actor $PLAYER_ACTOR perform_animation_sequence "POOL_XLong_Start" from_file "POOL" 4.0 loop 0 0 0 0 -1 ms
    wait 1000
    070A: AS_actor $PLAYER_ACTOR attach_to_object 7@ offset 0.03 0.07 -0.13 on_bone 5 0 perform_animation "NULL" IFP_file "NULL" time -1
    21@ = actor.Angle($PLAYER_ACTOR)
    21@ += 90.0
    object.Angle(7@) = 21@
    22@ = 0
    jump @RAMKA_1
  
    :ANIM_VIBOR
    wait 0
    
 //00BC: show_text_highpriority GXT 'CARM12' time 5000 flag 1//˨
 //00BC: show_text_highpriority GXT 'HE2_AE' time 5000 flag 1//
 //00BC: show_text_highpriority GXT 'HE2_AE' time 5000 flag 1
 
 
 //=================================================
//=============   ============
//=================================================3016

 :LOAD_NABOR_INSTRUMENT_1
Model.Load(3016) //   
038B: load_requested_models 

:LOAD_NABOR_INSTRUMENT_2
wait 0
if 
 model.Available(3016) //   
else_jump @LOAD_NABOR_INSTRUMENT_2
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(7@,3016,21@, 22@, 23@)
0681: attach_object 7@ to_car 0@ at_offset 0.0 -2.40 -0.1 rotation 0.0 0.0 0.0
wait 0
model.Destroy(3016)
 return
  //======================= Ҩ  ======================
 :LOAD_NABOR_INSTRUMENT_1a  // 
Model.Load(3016)
038B: load_requested_models 

:LOAD_NABOR_INSTRUMENT_2a   // 
wait 0
if
 model.Available(3016)
else_jump @LOAD_NABOR_INSTRUMENT_2a
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(7@,3016,21@, 22@, 23@)
//0382: set_object 1@ collision_detection 0 
wait 0
 model.Destroy(3016)
return 
  
//=================================================
//=============   =============
//=================================================
:LOAD_NABOR_KOLESO_1
Model.Load(1073)//
038B: load_requested_models 

:LOAD_NABOR_KOLESO_2
wait 0
if 
 model.Available(1073)  //
else_jump @LOAD_NABOR_KOLESO_2
 //if
 // 6@ > 0 //  
// else_jump @NOT_LOAD_KOLESO
// 6@ -= 1
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
 object.Create(5@,1073,21@, 22@, 23@)
 0681: attach_object 5@ to_car 0@ at_offset 0.4 -2.50 0.1 rotation 0.0 0.0 0.0
 wait 0
 model.Destroy(1073)
 return
 //=========================
:LOAD_NABOR_KOLESO_1a
Model.Load(1073)//
038B: load_requested_models 

:LOAD_NABOR_KOLESO_2a
wait 0
if 
 model.Available(1073)  //
else_jump @LOAD_NABOR_KOLESO_2a
 //if
 // 6@ > 0 //  
 //else_jump @NOT_LOAD_KOLESO
 //6@ -= 1
 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
 object.Create(5@,1073,21@, 22@, 23@)
 wait 0
 model.Destroy(1073)
 return
 
 :NOT_LOAD_KOLESO
 model.Destroy(1073)
 return
//===================================================
//==========C ===================
//===================================================
 //MISC
//Hiker_Pose  
//Hiker_Pose_L  
//IDLE_taxi  -    
:LOAD_NABOR_KANISTRA_1
Model.Load(1650) //
038B: load_requested_models 

:LOAD_NABOR_KANISTRA_2
wait 0
if 
 model.Available(1650) //
else_jump @LOAD_NABOR_KANISTRA_2
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(1@,1650,21@, 22@, 23@)
0681: attach_object 1@ to_car 0@ at_offset -0.4 -2.50 0.1 rotation 0.0 0.0 0.0
wait 0
model.Destroy(1650)
 return
  //======================= Ҩ  ======================
 :LOAD_NABOR_KANISTRA_1a
Model.Load(1650)
038B: load_requested_models 

:LOAD_NABOR_KANISTRA_2a
wait 0
if
 model.Available(1650)
else_jump @LOAD_NABOR_KANISTRA_2a
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.10 
object.Create(1@,1650,21@, 22@, 23@)
wait 0
 model.Destroy(1650)
return
      //=====================================================
      
      
:LOAD_ANIM_1
wait 0
04ED: load_animation "GHANDS"
if
 04EE: animation "GHANDS" loaded
 else_jump @LOAD_ANIM_1
return
 
 :LOAD_ANIM_2
 wait 0
04ED: load_animation "MISC" 
 if
 04EE: animation "MISC" loaded 
 else_jump @LOAD_ANIM_2
return

:LOAD_ANIM_3
 wait 0 
04ED: load_animation  "COP_AMBIENT"
if
 04EE: animation "COP_AMBIENT" loaded 
else_jump @LOAD_ANIM_3
return 

:LOAD_ANIM_4
 wait 0 
04ED: load_animation  "POOL"
if 
04EE: animation "POOL" loaded
else_jump @LOAD_ANIM_4
return 

:LOAD_ANIM_5
 wait 0 
04ED: load_animation  "SNM"
if 
04EE: animation "SNM" loaded 
else_jump @LOAD_ANIM_5
return 

:LOAD_ANIM_6
wait 0
if 
04EE: animation "PED" loaded
else_jump @LOAD_ANIM_6
return

:LOAD_ANIM_7
wait 0
04ED: load_animation  "SCRATCHING"
04ED: load_animation  "POOL"
04ED: load_animation  "SHOP"
04ED: load_animation  "BAR"
if and
04EE: animation "SCRATCHING" loaded
04EE: animation "POOL" loaded
04EE: animation "SHOP" loaded
04EE: animation "BAR" loaded
else_jump @LOAD_ANIM_7
return

:LOAD_ANIM_8
 wait 0 
04ED: load_animation  "FOOD"
if 
04EE: animation "FOOD" loaded 
else_jump @LOAD_ANIM_8
return
    
 //================================================================================
 //=======================    =====================================
 //================================================================================
 :NA4ALO_KANISTRA_2
0390: load_txd_dictionary "FRAZI"  // TXD  -        
038F: request_texture "GAS6" as  50  //
038F: request_texture "GAS7" as  51  // 
 3@ = 80.0
 4@ = 400.0
 $ONMISSION = 1
 0180: set_on_mission_flag_to $ONMISSION
 wait 1000

:NA4ALO_KANISTRA_3
wait 0
03F0: text_draw_toggle  0 //      
wait 0
038D: create_texture  50 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255
038D: create_texture  51 position  560.0  4@ scale  90.0  3@ color  255  255  255 alpha 255
if and
actor.Driving($PLAYER_ACTOR)
00E1: key_pressed 0 16 //AXEL
else_jump @NA4ALO_KANISTRA_4
3@  -= 0.2
4@ += 0.06
wait 0
if
 3@ < 0.0
else_jump @NA4ALO_KANISTRA_3
Jump @ZAPRAVKA_STOP 

:NA4ALO_KANISTRA_4
wait 0
03F0: text_draw_toggle  0 //      
wait 0
038D: create_texture  50 position  560.0  400.0 scale  90.0  80.0 color  255  255  255 alpha 255
038D: create_texture  51 position  560.0  4@ scale  90.0  3@ color  255  255  255 alpha 255
if and
actor.Driving($PLAYER_ACTOR)
00E1: key_pressed 0 14 //BRAKE
else_jump @NA4ALO_KANISTRA_5
3@  -= 0.2
4@ += 0.06
if
 3@ < 0.0
else_jump @NA4ALO_KANISTRA_4
Jump @ZAPRAVKA_STOP 

:NA4ALO_KANISTRA_5
wait 0
if 
not actor.Driving($PLAYER_ACTOR)
else_jump @ZAPRAVKA_1
Jump @ZAPRAVKA_STOP 


:ZAPRAVKA_1
wait 0
if or
0100:   actor $PLAYER_ACTOR in_sphere 1944.852 -1769.554 13.0125 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere 2209.816 2481.934 10.8203 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere 604.8804 1705.273 6.541 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere -2414.49 982.081 45.2969 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere -2244.623 -2561.828 31.9219 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere -1327.512 2678.107 50.0625 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere -95.1488 -1174.303 1.9281 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere -1679.982 408.9051 7.2365 radius 10.5 10.5 3.0 sphere 0 in_car 
jf @ZAPRAVKA_2
Jump @ZAPRAVKA_STOP 

:ZAPRAVKA_2
wait 0
if or
0100:   actor $PLAYER_ACTOR in_sphere 652.03 -571.34 16.34 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere -1605.897 -2714.252 48.5335 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere -1471.48 1864.31 32.64 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere 1596.5 2199.1 10.83 radius 10.5 10.5 3.0 sphere 0 in_car  
0100:   actor $PLAYER_ACTOR in_sphere 2145.9 2748.16 10.83 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere 2642.11 1106.53 10.83 radius 10.5 10.5 3.0 sphere 0 in_car  
0100:   actor $PLAYER_ACTOR in_sphere 2117.42 920.42 10.83 radius 10.5 10.5 3.0 sphere 0 in_car 
0100:   actor $PLAYER_ACTOR in_sphere 1381.68 456.26 19.91 radius 10.5 10.5 3.0 sphere 0 in_car 
jf @NA4ALO_KANISTRA_3
Jump @ZAPRAVKA_STOP 

:ZAPRAVKA_STOP
wait 0
03F0: text_draw_toggle  0 //     
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION
2@ = 0
car.RemoveReferences(0@)
wait 1000
jump  @TARGET_CAR_1

