// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 
:CAR_CREATE_POLICE
jump @ACTOR_GARAGE_IN_ZONA
//:LOAD_TEXTURE_1
0391: release_txd_dictionary 
wait 0
0390: load_txd_dictionary "BIKEGAR"
038F: request_texture "PIN2" as  10    //
038F: request_texture "TEXT1" as  11    //
038F: request_texture "TEXT2" as  12    //
038F: request_texture "TUTOR" as  20    //
wait 1000
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  20 position  100.0  360.0 scale  180.0  180.0 color  255  255  255 alpha 255
//038D: create_texture  11 position  100.0  360.0 scale  170.0  170.0 color  255  255  255 alpha 255
wait 3000
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  10 position  100.0  360.0 scale  170.0  170.0 color  255  255  255 alpha 255
038D: create_texture  12 position  100.0  360.0 scale  170.0  170.0 color  255  255  255 alpha 255
wait 3000
03F0: text_draw_toggle  0 //     
wait 0

:CAR_CREATE_1
wait 0
if
 0AB0:  key_pressed 49 //-=1=- 
else_jump @CAR_CREATE_1
model.load(#HD_VRSCA)
model.load(#SPRAYCAN)               
038B: load_requested_models
wait 1000

:PUT_ACTOR_LSPD
wait 0
if and
model.Available(#SPRAYCAN)
model.Available(#HD_VRSCA)
else_jump @PUT_ACTOR_LSPD
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0
car.Create(0@,#HD_VRSCA,21@, 22@, 23@)
//0129: 1@ = create_actor_pedtype 06 model #FAM1 in_car 0@ driverseat
wait 1000
select_interior 0
0860: link actor $PLAYER_ACTOR to interior 0
0840: link_car 0@ to_interior 0 
model.Destroy(#HD_VRSCA)
//01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 3000
actor.StorePos($PLAYER_ACTOR,30@,31@,32@)
car.RemoveReferences(0@)
//jump @LOAD_GARAGE_BIKE
//==========================================================================
//==================== Ҩ  ===============================
//==========================================================================
:ACTOR_GARAGE_IN_ZONA //   -      
wait 0
if and
 047A:   actor $PLAYER_ACTOR driving_bike
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2325.7341 -1677.6477 14.4708 radius 50.0 50.0 15.0
 Else_jump @ACTOR_GARAGE_IN_ZONA_2
 21@ = 2325.7341
 22@ = -1677.6477
 23@ = 14.4708
 marker.CreateIconAndSphere(1@,27,2325.7341, -1677.6477, 14.4708)
 jump @GARAGE_stop_CAR2
 
 :ACTOR_GARAGE_IN_ZONA_2 //   -   
wait 0
if and
 047A:   actor $PLAYER_ACTOR driving_bike
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2445.4702 -1759.7666 13.6505 radius 50.0 50.0 15.0
 Else_jump @ACTOR_GARAGE_IN_ZONA
 21@ = 2445.4702
 22@ = -1759.7666
 23@ = 13.6505
 marker.CreateIconAndSphere(1@,27,2445.4702, -1759.7666, 13.6505)
 jump @GARAGE_stop_CAR2
//=======================================================================
//============= Ҩ      ===========
//=======================================================================
 :GARAGE_stop_CAR2 //   
 wait 0
 if or
  not Actor.Driving($PLAYER_ACTOR)
  80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 21@ 22@ 23@ radius 60.0 60.0 10.0
  else_jump @GARAGE_stop_CAR3
  marker.Disable(1@)
  wait 1000
  jump @ACTOR_GARAGE_IN_ZONA

:GARAGE_stop_CAR3
wait 0 
if and
047A:   actor $PLAYER_ACTOR driving_bike 
0101:   actor $PLAYER_ACTOR in_sphere 21@ 22@ 23@ radius 2.0 2.0 1.0 sphere 0 stopped //   
//0101:   actor $PLAYER_ACTOR in_sphere 2445.4702 -1759.7666 13.6505 radius 2.0 2.0 1.0 sphere 0 stopped //  
Else_jump @GARAGE_stop_CAR2 
wait 0
if and
84A7:   not actor $PLAYER_ACTOR driving_boat 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GARAGE_stop_CAR2
marker.Disable(1@) 
actor.StorePos($PLAYER_ACTOR,30@,31@,32@)
//=======================================================================
//================ ==========================================
//=======================================================================
:LOAD_GARAGE_BIKE
gosub @LOAD_GARAGE_MODEL_1//  
$ONMISSION = 1
0180: set_on_mission_flag_to $ONMISSION
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 1.0 3.0 -30.0  
10@ = Object.Create(14783, 21@, 22@, 23@) //
11@ = Object.Create(14826, 21@, 22@, 23@) // 
1@ = Object.Create(936, 21@, 22@, 23@)
069A: attach_object 1@ to_object 10@ with_offset 1.2 -5.2 -1.4 rotation 0.0 0.0 180.0 
069A: attach_object 11@ to_object 10@ with_offset 4.0 -4.0 -1.2 rotation 0.0 0.0 0.0 
wait 0 
Object.RemoveReferences(11@)
Object.RemoveReferences(1@)
Object.StorePos(10@, 11@, 12@, 13@)
13@ -= 1.0 
Actor.PutAt($PLAYER_ACTOR, 11@, 12@, 13@)
wait 0 
1@ = Object.Create(2509, 21@, 22@, 23@)
2@ = Object.Create(#BNTR_B_OV, 21@, 22@, 23@)
3@ = Object.Create(#BNTL_B_OV, 21@, 22@, 23@)
4@ = Object.Create(#BNTR_B_SQ, 21@, 22@, 23@)
5@ = Object.Create(#BNTL_B_SQ, 21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ with_offset -0.4 -0.05 0.5 rotation 90.0 0.0 0.0 
069A: attach_object 3@ to_object 1@ with_offset -0.4 -0.05 -0.2 rotation 90.0 0.0 0.0 
069A: attach_object 4@ to_object 1@ with_offset 0.4 -0.05 -0.2 rotation 90.0 0.0 0.0 
069A: attach_object 5@ to_object 1@ with_offset 0.4 -0.05 0.5 rotation 90.0 0.0 0.0 
069A: attach_object 1@ to_object 10@ with_offset 2.3 6.0 -0.7 rotation 0.0 0.0 0.0 
wait 0 
Object.RemoveReferences(1@)
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
Object.RemoveReferences(5@)
wait 0 
1@ = Object.Create(2509, 21@, 22@, 23@)
2@ = Object.Create(#SPL_B_BAB_M, 21@, 22@, 23@)
3@ = Object.Create(#SPL_B_BAR_M, 21@, 22@, 23@)
4@ = Object.Create(#SPL_B_MAB_M, 21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ with_offset 0.0 -0.1 0.5 rotation -40.0 0.0 180.0 
069A: attach_object 3@ to_object 1@ with_offset 0.0 -0.2 0.0 rotation -40.0 0.0 180.0 
069A: attach_object 4@ to_object 1@ with_offset 0.0 -0.1 -0.5 rotation -40.0 0.0 180.0 
069A: attach_object 1@ to_object 10@ with_offset 0.7 6.0 -0.7 rotation 0.0 0.0 0.0 
wait 0 
Object.RemoveReferences(1@)
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
wait 0 
1@ = Object.Create(2509, 21@, 22@, 23@)
2@ = Object.Create(#EXH_B_TS, 21@, 22@, 23@)
3@ = Object.Create(#EXH_B_T, 21@, 22@, 23@)
4@ = Object.Create(#EXH_B_L, 21@, 22@, 23@)
5@ = Object.Create(#EXH_B_M, 21@, 22@, 23@)
6@ = Object.Create(#EXH_B_S, 21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ with_offset 0.0 0.75 0.5 rotation 0.0 0.0 0.0 
069A: attach_object 3@ to_object 1@ with_offset 0.0 0.75 0.2 rotation 0.0 0.0 0.0 
069A: attach_object 4@ to_object 1@ with_offset 0.0 0.75 0.0 rotation 0.0 0.0 0.0 
069A: attach_object 5@ to_object 1@ with_offset 0.0 0.75 -0.2 rotation 0.0 0.0 0.0 
069A: attach_object 6@ to_object 1@ with_offset 0.0 0.75 -0.5 rotation 0.0 0.0 0.0 
069A: attach_object 1@ to_object 10@ with_offset -0.8 6.0 -0.7 rotation 0.0 0.0 0.0 
wait 0 
Object.RemoveReferences(1@)
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
Object.RemoveReferences(5@)
Object.RemoveReferences(6@)
1@ = Object.Create(2509, 21@, 22@, 23@)
2@ = Object.Create(#SPL_B_BAR_L, 21@, 22@, 23@)
3@ = Object.Create(#SPL_B_BBR_L, 21@, 22@, 23@)
4@ = Object.Create(#SPL_B_BBR_M, 21@, 22@, 23@)
5@ = Object.Create(#SPL_B_BBB_M, 21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ with_offset 0.0 -0.1 0.55 rotation -40.0 0.0 180.0 
069A: attach_object 3@ to_object 1@ with_offset 0.0 -0.1 0.15 rotation -40.0 0.0 180.0 
069A: attach_object 4@ to_object 1@ with_offset 0.0 -0.1 -0.15 rotation -40.0 0.0 180.0 
069A: attach_object 5@ to_object 1@ with_offset 0.0 -0.1 -0.55 rotation -40.0 0.0 180.0 
069A: attach_object 1@ to_object 10@ with_offset -2.4 6.0 -0.7 rotation 0.0 0.0 0.0 
wait 0 
Object.RemoveReferences(1@)
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
Object.RemoveReferences(5@)
1@ = Object.Create(2509, 21@, 22@, 23@)
2@ = Object.Create(#NTO_B_L, 21@, 22@, 23@)
3@ = Object.Create(#NTO_B_S, 21@, 22@, 23@)
4@ = Object.Create(#NTO_B_TW, 21@, 22@, 23@)
5@ = Object.Create(#LGT_B_RSPT, 21@, 22@, 23@)
6@ = Object.Create(#LGT_B_SSPT, 21@, 22@, 23@)
069A: attach_object 4@ to_object 1@ with_offset 0.0 0.0 0.35 rotation -80.0 0.0 180.0 
069A: attach_object 3@ to_object 1@ with_offset 0.0 0.0 0.0 rotation -80.0 0.0 180.0 
069A: attach_object 2@ to_object 1@ with_offset 0.0 0.0 -0.35 rotation -80.0 0.0 180.0 
069A: attach_object 5@ to_object 1@ with_offset -0.4 -0.1 0.1 rotation 0.0 90.0 180.0 
069A: attach_object 6@ to_object 1@ with_offset 0.4 -0.1 0.1 rotation 0.0 90.0 180.0 
069A: attach_object 1@ to_object 10@ with_offset -4.0 6.0 -0.7 rotation 0.0 0.0 0.0 
wait 0 
Object.RemoveReferences(1@)
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
Object.RemoveReferences(5@)
Object.RemoveReferences(6@)
1@ = Object.Create(2475, 21@, 22@, 23@)
2@ = Object.Create(#BNT_B_SC_P_M, 21@, 22@, 23@)
3@ = Object.Create(#BNT_B_SC_P_L, 21@, 22@, 23@)
4@ = Object.Create(#BNT_B_SC_M, 21@, 22@, 23@)
5@ = Object.Create(#BNT_B_SC_L, 21@, 22@, 23@)
6@ = Object.Create(#RF_B_SC_R, 21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ with_offset 0.6 -0.2 0.15 rotation 0.0 0.0 160.0 
069A: attach_object 3@ to_object 1@ with_offset -0.1 -0.25 0.15 rotation 0.0 0.0 160.0 
069A: attach_object 4@ to_object 1@ with_offset 0.6 -0.2 0.81 rotation 0.0 0.0 160.0 
069A: attach_object 5@ to_object 1@ with_offset -0.1 -0.25 0.81 rotation 0.0 0.0 160.0 
069A: attach_object 6@ to_object 1@ with_offset 0.7 -0.25 1.52 rotation 0.0 0.0 140.0 
069A: attach_object 1@ to_object 10@ with_offset -6.0 6.0 -1.8 rotation 0.0 0.0 0.0 
wait 0 
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
Object.RemoveReferences(5@)
Object.RemoveReferences(6@)
2@ = Object.Create(#WG_R_B_SSK, 21@, 22@, 23@)
3@ = Object.Create(#WG_L_B_SSK, 21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ with_offset -0.4 -0.25 1.55 rotation 0.0 0.0 140.0 
069A: attach_object 3@ to_object 1@ with_offset 0.0 -0.25 1.55 rotation 0.0 0.0 140.0 
wait 0 
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
2@ = Object.Create(#BNTR_B_OV, 21@, 22@, 23@)
3@ = Object.Create(#BNTL_B_OV, 21@, 22@, 23@)
4@ = Object.Create(#BNTR_B_SQ, 21@, 22@, 23@)
5@ = Object.Create(#BNTL_B_SQ, 21@, 22@, 23@)
069A: attach_object 2@ to_object 1@ with_offset -0.1 0.0 1.8 rotation 90.0 0.0 0.0 
069A: attach_object 3@ to_object 1@ with_offset -0.1 0.0 1.1 rotation 90.0 0.0 0.0 
069A: attach_object 4@ to_object 1@ with_offset 0.6 0.0 1.8 rotation 90.0 0.0 0.0 
069A: attach_object 5@ to_object 1@ with_offset 0.6 0.0 1.1 rotation 90.0 0.0 0.0
wait 0
Object.RemoveReferences(1@)
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
Object.RemoveReferences(5@)
wait 0
//====================================================
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset -2.0 -5.50 -2.0 
2@ = Object.Create(936, 21@, 22@, 23@)  // 
21@ = object.Angle(10@)
21@ -= 180.0
object.Angle(2@) = 21@
Object.RemoveReferences(2@)
//==================================== 
wait 0
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
Object.RemoveReferences(5@) 
Object.RemoveReferences(1@)
//Object.RemoveReferences(10@)
wait 0 
03C0: 0@ = actor $PLAYER_ACTOR car 
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset -2.50 0.0 0.0 
//05CD: AS_actor $PLAYER_ACTOR exit_car 0@ 
//==========================================================
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset -2.10 -5.30 -1.15
2@ = Object.Create(#SPRAYCAN, 21@, 22@, 23@) // 
Object.RemoveReferences(2@)
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset -2.20 -5.30 -1.15
2@ = Object.Create(#SPRAYCAN, 21@, 22@, 23@) // 
Object.RemoveReferences(2@)
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset -2.30 -5.30 -1.15
2@ = Object.Create(#SPRAYCAN, 21@, 22@, 23@) // 
Object.RemoveReferences(2@)
//==========================================================
//========================================================
gosub @LOAD_VOROTA_1
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset -7.10 2.0 -1.95
 2@ = Object.Create (975,21@, 22@, 23@) ////
21@ = object.Angle(10@)
21@ -= 90.0
object.Angle(2@) = 21@
0750: set_object 2@ visibility 0 
 Object.RemoveReferences(2@)
 0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset -7.10 -2.0 -1.95
 2@ = Object.Create (975,21@, 22@, 23@) ////
21@ = object.Angle(10@)
21@ -= 90.0
object.Angle(2@) = 21@
0750: set_object 2@ visibility 0 
 Object.RemoveReferences(2@)
 model.Destroy(975)
//================================================================== 
gosub @MODELload_KOLESO_1//
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 2.0 -5.10 -0.98
Object.Create(9@,1083, 21@, 22@, 23@) //
model.Destroy(1083)
 //===================================================
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset -2.0 -5.10 -0.98 
6@ = Object.Create(#SPRAYCAN, 21@, 22@, 23@) // 
5@ = Object.Create(2750, 21@, 22@, 23@)  //
7@ = Object.Create(2711, 21@, 22@, 23@)// 
069A: attach_object 6@ to_object 5@ with_offset 0.35 -0.03 0.4 rotation 0.0 -180.0 0.0
069A: attach_object 7@ to_object 5@ at_offset 0.35 0.0 0.35 rotation 0.0 90.0 180.0
0453: object 5@ set_rotation 90.0 0.0 40.0
//===============================================
//===============================================
gosub @MODELload_INSTRUMENT_1//   
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 0.50 -5.10 -0.98
8@ = Object.Create(3016, 21@, 22@, 23@) //  
model.Destroy(3016)
0391: release_txd_dictionary 
wait 0
0390: load_txd_dictionary "BIKEGAR"
038F: request_texture "PIN2" as  10    //
038F: request_texture "TEXT1" as  11    //
038F: request_texture "TEXT2" as  12    //
038F: request_texture "TUTOR" as  20    //
wait 1000
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  20 position  100.0  360.0 scale  180.0  180.0 color  255  255  255 alpha 255

wait 0 
2@ = 0 //
3@ = 0 //
wait 0 
4@ = 0
//    
//10- 0@- 
//2,3 - 4- 
//6,5,7- 
// 8-   9-

//=======================================================================================
//=========================  =======================================
//==============================================================================
:PRESS_KEY_BIKEgarage   //
wait 0 
if and
not actor.Driving($PLAYER_ACTOR)
00E1: key_pressed 0 4  //-=TAB=-
else_jump @PRESS_KEY_BIKEENGINE
jump @GIVE_COLER

 :PRESS_KEY_BIKEENGINE
wait 0 
if and
not actor.Driving($PLAYER_ACTOR)
00E1: key_pressed 0 16 //SHIFT
else_jump @PRESS_KEY_BIKEgarage_EXIT
03F0: text_draw_toggle  0 //     
4@ += 1
06ED: set_car 0@ paintjob 4@
gosub @LOAD_ANIM_COP_AMBIENT_1
0605: actor $PLAYER_ACTOR perform_animation_sequence "Coplook_think" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 

01E3: text_1number_styled 'DOLLAR' 4@ 2000 ms 4
wait 500
if
 4@ > 7
else_jump @PRESS_KEY_BIKEENGINE  
4@ = 0
 //06ED: set_car 0@ paintjob 4@
 01E3: text_1number_styled 'DOLLAR' 4@ 2000 ms 4
 wait 1000
 else_jump @PRESS_KEY_BIKEgarage_EXIT
 
 :PRESS_KEY_BIKEgarage_EXIT  //  
 wait 0
 if and
  actor.Driving($PLAYER_ACTOR)
  00E1: key_pressed 0 11 // -=YES=-
   else_jump @PRESS_KEY_BIKEgarage_EXIT_2
   03F0: text_draw_toggle  0 //        
   jump @EXIT_BIKE_GARAGE
   
   :PRESS_KEY_BIKEgarage_EXIT_2  //  
 wait 0
 if and
  actor.Driving($PLAYER_ACTOR)
  00E1: key_pressed 0 10 // -=NO=-
   else_jump @PRESS_KEY_BIKEgarage_EXIT_3
   03F0: text_draw_toggle  0 //     
    0A30: repair_car 0@ 
     player.Money($PLAYER_CHAR) += -100 
    01E3: text_1number_styled 'dollar' 100 3000 ms 4
   jump @EXIT_BIKE_GARAGE
   
:PRESS_KEY_BIKEgarage_EXIT_3 //  
 wait 0
 if or
  0119: car 0@ wrecked 
  actor.dead($PLAYER_ACTOR)
   else_jump @PRESS_KEY_BIKEgarage
   03F0: text_draw_toggle  0 //     
   jump @EXIT_BIKE_GARAGE
//==============================================================================
//============================ ======================================
//==============================================================================
 :GIVE_COLER    //  
 wait 0
 if 
 0471: unknown_actor $PLAYER_ACTOR near_object 5@ radius 1.0 1.0 unknown 0
 else_jump  @GIVE_INSTRUMENT
 gosub @LOAD_TEXTURE_1  // 
 03F0: text_draw_toggle  0 //     
 wait 0
038D: create_texture  10 position  100.0  360.0 scale  170.0  170.0 color  255  255  255 alpha 255
038D: create_texture  12 position  100.0  360.0 scale  170.0  170.0 color  255  255  255 alpha 255

 070A: AS_actor $PLAYER_ACTOR attach_to_object 5@ offset -0.05 0.0 -0.25 on_bone 6 0 perform_animation "NULL" IFP_file "NULL" time -1
21@ = actor.Angle($PLAYER_ACTOR)
 21@ += 90.0
 object.Angle(5@) = 21@
 0555: remove_weapon 41 from_actor $PLAYER_ACTOR
 01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 50 
 0992: set_player $PLAYER_CHAR weapons_scrollable 0
2@ = 0
3@ = 0
4@ = 0
  wait 0
  jump @COLER_DESTROY
  
  :GIVE_INSTRUMENT    //  
 wait 0
 if 
 0471: unknown_actor $PLAYER_ACTOR near_object 8@ radius 1.0 1.0 unknown 0
 else_jump  @GIVE_KOLESO
 gosub @LOAD_TEXTURE_1  // 
 03F0: text_draw_toggle  0 //     
 wait 0
038D: create_texture  10 position  100.0  360.0 scale  170.0  170.0 color  255  255  255 alpha 255
038D: create_texture  11 position  100.0  360.0 scale  170.0  170.0 color  255  255  255 alpha 255

 070A: AS_actor $PLAYER_ACTOR attach_to_object 8@ offset -0.05 0.0 -0.25 on_bone 6 0 perform_animation "NULL" IFP_file "NULL" time -1
 21@ = actor.Angle($PLAYER_ACTOR)
 21@ += 90.0
 object.Angle(8@) = 21@
  wait 0
  jump @INSTRUMENT_DESTROY
  
   :GIVE_KOLESO    //  
 wait 0
 if 
 0471: unknown_actor $PLAYER_ACTOR near_object 9@ radius 1.0 1.0 unknown 0
 else_jump  @PRESS_KEY_BIKEgarage
 gosub @LOAD_TEXTURE_1  // 
 03F0: text_draw_toggle  0 //     
//wait 0
//038D: create_texture  10 position  100.0  360.0 scale  170.0  170.0 color  255  255  255 alpha 255
//038D: create_texture  11 position  100.0  360.0 scale  170.0  170.0 color  255  255  255 alpha 255

 070A: AS_actor $PLAYER_ACTOR attach_to_object 9@ offset -0.05 0.0 -0.25 on_bone 6 0 perform_animation "NULL" IFP_file "NULL" time -1
 21@ = actor.Angle($PLAYER_ACTOR)
 21@ += 190.0
 object.Angle(9@) = 21@
  wait 0
  jump @KoLESO_DESTROY
  //=============================================================================
 //=================.======================================
 //==============================================================================
 
 //=============================================================================
 //====================================================================
 //==============================================================================
  :KOLESO_DESTROY
  wait 0
 if and
 8203:   not actor $PLAYER_ACTOR near_car 0@ radius 1.0 1.0 flag 0 on_foot 
 00E1: key_pressed 0 15 //-=EXIT_CAR=-
 0471: unknown_actor $PLAYER_ACTOR near_object 9@ radius 2.0 2.0 unknown 0
else_jump  @KOLESO_DESTROY_1 
03F0: text_draw_toggle  0 //     
object.Destroy(9@)
gosub @LOAD_ANIM_COP_AMBIENT_1
0605: actor $PLAYER_ACTOR perform_animation_sequence "Copbrowse_in" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
wait 1000
gosub @MODELload_KOLESO_1//
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.20 0.50 -1.0 
Object.Create(9@,1083, 21@, 22@, 23@) //
model.Destroy(1083)
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 0.0 -5.20 -0.97
if
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 21@ 22@ 23@ radius 2.0 2.0 2.0
else_jump @PRESS_KEY_BIKEgarage
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 0.50 -5.10 -1.0
object.PutAt(9@,21@, 22@, 23@)
jump  @PRESS_KEY_BIKEgarage

  :KOLESO_DESTROY_1   // 
  wait 0
  if and
   00E1: key_pressed 0 4 //-=TAB=- 
   0203:   actor $PLAYER_ACTOR near_car 0@ radius 2.0 2.0 flag 0 on_foot 
  else_jump @KOLESO_DESTROY_2
  gosub @LOAD_ANIM_COP_AMBIENT_1
  0605: actor $PLAYER_ACTOR perform_animation_sequence "Copbrowse_in" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
  wait 1000
  object.Destroy(9@)
  gosub @MODELload_KOLESO_1//
  0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 1.50 -5.10 -1.0 
  Object.Create(9@,1083, 21@, 22@, 23@) //
  wait 0
  model.Destroy(1083)
  03F0: text_draw_toggle  0 //     
  0227: 21@ = car 0@ health 
  0A30: repair_car 0@ 
  0224: set_car 0@ health_to 21@
  jump  @PRESS_KEY_BIKEgarage


  :KOLESO_DESTROY_2// .
  wait 0
 if or
  0119: car 0@ wrecked 
  actor.dead($PLAYER_ACTOR)
   else_jump @KOLESO_DESTROY
    jump  @PRESS_KEY_BIKEgarage
 
 
  //=============================================================================
 //====================================================================
 //==============================================================================
  :INSTRUMENT_DESTROY
  wait 0
 if and
 8203:   not actor $PLAYER_ACTOR near_car 0@ radius 1.0 1.0 flag 0 on_foot 
 00E1: key_pressed 0 15 //-=EXIT_CAR=-
 0471: unknown_actor $PLAYER_ACTOR near_object 8@ radius 2.0 2.0 unknown 0
else_jump  @INSTRUMENT_DESTROY_1
03F0: text_draw_toggle  0 //     
object.Destroy(8@)
gosub @LOAD_ANIM_COP_AMBIENT_1
0605: actor $PLAYER_ACTOR perform_animation_sequence "Copbrowse_in" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
wait 1000
gosub @MODELload_INSTRUMENT_1//   
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.20 0.50 -1.0 
Object.Create(8@,3016, 21@, 22@, 23@) //  
model.Destroy(3016)
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 0.0 -5.20 -0.97
if
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 21@ 22@ 23@ radius 2.0 2.0 2.0
else_jump @PRESS_KEY_BIKEgarage
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset 0.50 -5.10 -0.80
object.PutAt(8@,21@, 22@, 23@)
jump  @PRESS_KEY_BIKEgarage

  :INSTRUMENT_DESTROY_1   // 
  wait 0
  if and
   00E1: key_pressed 0 4 //-=TAB=- 
   0203:   actor $PLAYER_ACTOR near_car 0@ radius 2.0 2.0 flag 0 on_foot 
  else_jump @INSTRUMENT_DESTROY_2
  03F0: text_draw_toggle  0 //     
  gosub @LOAD_ANIM_COP_AMBIENT_1
  0615: define_action_sequences 25@ //  
  0605: actor -1 perform_animation_sequence "Copbrowse_in" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms
  0605: actor -1 perform_animation_sequence "Copbrowse_nod" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms
  0605: actor -1 perform_animation_sequence "Copbrowse_loop" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms
0616: define_action_sequences_end 25@ //  
0618: assign_actor $PLAYER_ACTOR to_action_sequences 25@
  
  //==== ====
0227: 21@ = car 0@ health
21@ += 100
01E3: text_1number_styled 'dollar' 21@ 3000 ms 4
0224: set_car 0@ health_to 21@
wait 1000
if
 21@ > 1000
 else_jump @INSTRUMENT_DESTROY_2
  21@ = 1000
  01E3: text_1number_styled 'dollar' 21@ 3000 ms 4
  0224: set_car 0@ health_to 21@


  :INSTRUMENT_DESTROY_2// .
  wait 0
  if or
   0119: car 0@ wrecked 
   actor.Dead($PLAYER_ACTOR)
   else_jump @INSTRUMENT_DESTROY
    jump  @PRESS_KEY_BIKEgarage
 //=============================================================================
 //================= .======================================
 //==============================================================================
 :COLER_DESTROY //      
 wait 0
 if and
 00E1: key_pressed 0 15 //-=EXIT_CAR=-
 0471: unknown_actor $PLAYER_ACTOR near_object 5@ radius 2.0 2.0 unknown 0
else_jump  @WEAP_NOT_SPRAY
03F0: text_draw_toggle  0 //     
player.CanMove($PLAYER_CHAR) = false 
gosub @LOAD_ANIM_COP_AMBIENT_1
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.10 0.40 -0.90
0605: actor $PLAYER_ACTOR perform_animation_sequence "Copbrowse_in" from_file "COP_AMBIENT" 4.0 loop 0 0 0 0 -1 ms 
wait 1000
object.Destroy(5@)
object.Destroy(6@)
object.Destroy(7@)
wait 0
gosub @MODELload_TATU_1
6@ = Object.Create(#SPRAYCAN, 21@, 22@, 23@) // 
5@ = Object.Create(2750, 21@, 22@, 23@)  //
7@ = Object.Create(2711, 21@, 22@, 23@)// 
069A: attach_object 6@ to_object 5@ with_offset 0.35 -0.03 0.4 rotation 0.0 -180.0 0.0
069A: attach_object 7@ to_object 5@ at_offset 0.35 0.0 0.35 rotation 0.0 90.0 180.0
player.CanMove($PLAYER_CHAR) = true
0992: set_player $PLAYER_CHAR weapons_scrollable 1
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset -2.0 -5.20 -0.97
0453: object 5@ set_rotation 90.0 0.0 40.0
wait 500
model.Destroy(#SPRAYCAN)
model.Destroy(2750)
model.Destroy(2711)
if
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0
else_jump @PRESS_KEY_BIKEgarage 
object.PutAt(5@,21@, 22@, 23@)
0453: object 5@ set_rotation 90.0 0.0 40.0
  jump  @PRESS_KEY_BIKEgarage
  
  :WEAP_NOT_SPRAY    // 
  wait 0
  if and
   00E1: key_pressed 0 17 //-=FIRE=-
   82D8:   not actor $PLAYER_ACTOR current_weapon == 41 
  else_jump @COLER_COLLOR
  01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 0
  object.Destroy(6@)
  wait 1000
  
  
  :COLER_COLLOR   // 
  wait 0
  if and
   02D8:   actor $PLAYER_ACTOR current_weapon == 41
   00E1: key_pressed 0 17 //-=FIRE=-
   0203:   actor $PLAYER_ACTOR near_car 0@ radius 2.0 2.0 flag 0 on_foot 
  else_jump @COLER_REcon
  03F0: text_draw_toggle  0 //     
  gosub @POKRASKA_1
  wait 500
  if    //     
   82D8:   not actor $PLAYER_ACTOR current_weapon == 41 
  else_jump @COLER_REcon
  01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 0
  wait 1000  
  jump @COLER_REcon
  
  
  :COLER_REcon  // 
  wait 0
  if and
  82D8:   not actor $PLAYER_ACTOR current_weapon == 41 
  00E1: key_pressed 0 4 //-=TAB=-
  //00E1: key_pressed 0 16 //-=SHIFT=-
  else_jump @COLER_DESTROY_mm2
0400: store_coords_to 21@ 22@ 23@ from_object 10@ with_offset -2.0 -5.20 -0.97
   if  //     
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0
  else_jump @COLER_DESTROY_mm2
  object.Destroy(6@)
  gosub @MODELload_TATU_1
  6@ = Object.Create(#SPRAYCAN, 21@, 22@, 23@) //
  gosub @LOAD_ANIM_TEK_1
  0605: actor $PLAYER_ACTOR perform_animation_sequence "TEC_reload" from_file "TEC" 4.0 loop 0 0 0 0 -1 ms
  069A: attach_object 6@ to_object 5@ with_offset 0.35 -0.03 0.4 rotation 0.0 -180.0 0.0
  01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 50
  player.Money($PLAYER_CHAR) += -100 
  21@ = player.Money($PLAYER_CHAR)
  model.Destroy(#SPRAYCAN)
  model.Destroy(2750)
  model.Destroy(2711)
  if
   21@ < 0
  else_jump @COLER_DESTROY_mm2  //   
  03F0: text_draw_toggle  0 //     
  player.Money($PLAYER_CHAR) += 100 
  0555: remove_weapon 41 from_actor $PLAYER_ACTOR
  00BC: show_text_highpriority GXT 'NOMONEY' time 3000 flag 1  // ~s~You need more cash! 
  wait 500 
  jump @COLER_DESTROY
  
  :COLER_DESTROY_mm2// .
  wait 0
 if or
  0119: car 0@ wrecked 
  actor.dead($PLAYER_ACTOR)
   else_jump @COLER_DESTROY
    jump  @PRESS_KEY_BIKEgarage
//============================================================================      
//============================================================================       
//============================================================================      
 :POKRASKA_1
 wait 0
   0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 1.0 -0.50 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @POKRASKA_2
 2@ += 1
 01E3: text_1number_styled 'DOLLAR' 2@ 2000 ms 4
 0229: set_car 0@ color_to 2@ 3@ 
 if
  2@ > 10
 else_jump @POKRASKA_6
 2@ = 0
 0229: set_car 0@ color_to 2@ 3@ 
 01E3: text_1number_styled 'DOLLAR' 2@ 2000 ms 4
 return
   
:POKRASKA_2
 wait 0
   0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 -1.0 -0.50 
 if 
  00F0:   actor $PLAYER_ACTOR 0 near_point 21@ 22@ radius 1.0 1.0 stopped_on_foot
 else_jump @POKRASKA_3 
 3@ += 1
 01E3: text_1number_styled 'DOLLAR' 3@ 2000 ms 4
 0229: set_car 0@ color_to 2@ 3@ 
 if
  3@ > 10
 else_jump @POKRASKA_6
 3@ = 0
 0229: set_car 0@ color_to 2@ 3@
 01E3: text_1number_styled 'DOLLAR' 3@ 2000 ms 4 
 return
 
 :POKRASKA_3 // 
 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 1.0 1.0 stopped_on_foot
 else_jump @POKRASKA_6
4@ += 1
06ED: set_car 0@ paintjob 4@
01E3: text_1number_styled 'DOLLAR' 4@ 2000 ms 4
wait 500
if
 4@ > 5
else_jump @POKRASKA_6  
4@ = 0
 06ED: set_car 0@ paintjob 4@
 01E3: text_1number_styled 'DOLLAR' 4@ 2000 ms 4
 wait 1000
 return
 
 :POKRASKA_6
 return
//======================================
//=======  ================
//======================================
:EXIT_BIKE_GARAGE  
041E: set_radio_station 6
Actor.PutAt($PLAYER_ACTOR,30@,31@,32@)
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION 
wait 2000 
object.Destroy(5@)
object.Destroy(6@)
object.Destroy(7@)
object.Destroy(8@)//
object.Destroy(9@)//
object.Destroy(10@) //
object.Destroy(11@) // 
wait 0
car.RemoveReferences(0@)
gosub @GRAGE_DESTROY_MODELS //  
wait 4000 
jump @GARAGE_stop_CAR2 

//======================================
//======= ==============
//======================================
:LOAD_ANIM_1
wait 0
04ED: load_animation "COP_AMBIENT" //"FAT"
04ED: load_animation "FOOD"
04ED: load_animation "MISC"
04ED: load_animation "SCRATCHING"
04ED: load_animation "SHOP"
04ED: load_animation "POOL" 
04ED: load_animation "GHANDS"
04ED: load_animation "BAR"
04ED: load_animation "CAR"
04ED: load_animation "TEC"

:LOAD_ANIM_2
wait 0
if and
 04EE: animation "SCRATCHING" loaded
04EE: animation "SHOP" loaded
04EE: animation "POOL" loaded
04EE: animation "GHANDS" loaded
04EE: animation "BAR" loaded
04EE: animation "PED" loaded
04EE: animation "COP_AMBIENT" loaded
04EE: animation "FOOD" loaded
04EE: animation "MISC" loaded
else_jump @LOAD_ANIM_2
return

:LOAD_ANIM_TEK_1
wait 0
04ED: load_animation "TEC" //"FAT"
if
  04EE: animation "TEC" loaded
 jf  @LOAD_ANIM_TEK_1
 return
 
 :LOAD_ANIM_COP_AMBIENT_1
 wait 0
04ED: load_animation "COP_AMBIENT" //"FAT"
if
  04EE: animation "COP_AMBIENT" loaded
 jf  @LOAD_ANIM_COP_AMBIENT_1
 return
 
//======================================
//======================================
//======================================
:MODELload_TATU_1
wait 0
  Model.Load(#SPRAYCAN)
 Model.Load(2750) //
   Model.Load(2711) //
038B: load_requested_models 

 :MODELload_TATU_2
 wait 0
 if and
   Model.Available(2750) //
   Model.Available(2711) //
   Model.Available(#SPRAYCAN)
   else_jump  @MODELload_TATU_2
   return
   
 :MODELload_INSTRUMENT_1 
 wait 0 
   Model.Load(3016) ////  
   038B: load_requested_models
   
  :MODELload_INSTRUMENT_2  
 wait 0
 if
   Model.Available(3016) ////  
   else_jump  @MODELload_INSTRUMENT_2  
   return 
   
   :MODELload_KOLESO_1
    wait 0 
   Model.Load(1083) ////  
   038B: load_requested_models
   
  :MODELload_KOLESO_2  
 wait 0
 if
   Model.Available(1083) ////  
   else_jump  @MODELload_KOLESO_2  
   return 
   
 //======================================
//======================================
//======================================
:GRAGE_DESTROY_MODELS
wait 0
Model.Destroy(#SPL_B_BAB_M)
Model.Destroy(#SPL_B_BAR_M)
Model.Destroy(#SPL_B_MAB_M)
Model.Destroy(#BNT_B_SC_M)
Model.Destroy(#BNT_B_SC_L)
Model.Destroy(#RF_B_SC_R)
Model.Destroy(#WG_L_B_SSK)
Model.Destroy(#NTO_B_L)
Model.Destroy(#NTO_B_S)
Model.Destroy(#NTO_B_TW)
Model.Destroy(#BNT_B_SC_P_M)
Model.Destroy(#BNT_B_SC_P_L)
Model.Destroy(#LGT_B_RSPT)
Model.Destroy(#SPL_B_BAR_L)
Model.Destroy(#SPL_B_BBR_L)
Model.Destroy(#SPL_B_BBR_M)
Model.Destroy(#WG_R_B_SSK)
Model.Destroy(#EXH_B_TS)
Model.Destroy(#EXH_B_T)
Model.Destroy(#EXH_B_L)
Model.Destroy(#EXH_B_M)
Model.Destroy(#EXH_B_S)
Model.Destroy(#SPL_B_BBB_M)
Model.Destroy(#LGT_B_SSPT)
Model.Destroy(#LGT_B_SSPT)
Model.Destroy(#BNTR_B_OV)
Model.Destroy(#BNTL_B_OV)
Model.Destroy(#BNTR_B_SQ)
Model.Destroy(#BNTL_B_SQ)
Model.Destroy(14783)
Model.Destroy(14826)
Model.Destroy(936)
Model.Destroy(2509)
Model.Destroy(2475)
return
//=========================================================================
//========  =========================================
//=========================================================================
:LOAD_VOROTA_1
Model.Load(975) ////
038B: load_requested_models 

:LOAD_VOROTA_2
wait 0
if
Model.Available(975) ////
else_jump @LOAD_VOROTA_2
return

:LOAD_GARAGE_MODEL_1
Model.Load(14783)
Model.Load(14826)
Model.Load(936)//C
Model.Load(2509)
Model.Load(2475)
Model.Load(#SPL_B_BAB_M)
Model.Load(#SPL_B_BAR_M)
Model.Load(#SPL_B_MAB_M)
Model.Load(#BNT_B_SC_M)
Model.Load(#BNT_B_SC_L)
Model.Load(#RF_B_SC_R)
Model.Load(#WG_L_B_SSK)
Model.Load(#NTO_B_L)
Model.Load(#NTO_B_S)
Model.Load(#NTO_B_TW)
Model.Load(#BNT_B_SC_P_M)
Model.Load(#BNT_B_SC_P_L)
Model.Load(#LGT_B_RSPT)
Model.Load(#SPL_B_BAR_L)
Model.Load(#SPL_B_BBR_L)
Model.Load(#SPL_B_BBR_M)
Model.Load(#WG_R_B_SSK)
Model.Load(#EXH_B_TS)
Model.Load(#EXH_B_T)
Model.Load(#EXH_B_L)
Model.Load(#EXH_B_M)
Model.Load(#EXH_B_S)
Model.Load(#SPL_B_BBB_M)
Model.Load(#LGT_B_SSPT)
Model.Load(#LGT_B_SSPT)
Model.Load(#BNTR_B_OV)
Model.Load(#BNTL_B_OV)
Model.Load(#BNTR_B_SQ)
Model.Load(#BNTL_B_SQ)
Model.Load(#SPRAYCAN)
Model.Load(2750) //
Model.Load(2711) //
038B: load_requested_models 


:LOAD_GARAGE_MODEL_2
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
  $ONMISSION == 0 
   Model.Available(#BNTR_B_OV)
   Model.Available(#BNTL_B_OV)
   Model.Available(#BNTR_B_SQ)
   Model.Available(#BNTL_B_SQ)
   Model.Available(2509)
   Model.Available(2475)
else_jump @LOAD_GARAGE_MODEL_2
if and
   Model.Available(#SPL_B_BAB_M)
   Model.Available(#SPL_B_BAR_M)
   Model.Available(#SPL_B_MAB_M)
   Model.Available(#BNT_B_SC_M)
   Model.Available(#BNT_B_SC_L)
   Model.Available(#RF_B_SC_R)
   Model.Available(#WG_L_B_SSK)
   Model.Available(#NTO_B_L)
   Model.Available(#NTO_B_S)
else_jump @LOAD_GARAGE_MODEL_2
if and
   Model.Available(#NTO_B_TW)
   Model.Available(#BNT_B_SC_P_M)
   Model.Available(#BNT_B_SC_P_L)
   Model.Available(#LGT_B_RSPT)
   Model.Available(#SPL_B_BAR_L)
   Model.Available(#SPL_B_BBR_L)
   Model.Available(#SPL_B_BBR_M)
   Model.Available(#WG_R_B_SSK)
   Model.Available(#EXH_B_TS)
else_jump @LOAD_GARAGE_MODEL_2
if and
   Model.Available(#EXH_B_T)
   Model.Available(#EXH_B_L)
   Model.Available(#EXH_B_M)
   Model.Available(#EXH_B_S)
   Model.Available(#SPL_B_BBB_M)
   Model.Available(#LGT_B_SSPT)
   Model.Available(#LGT_B_SSPT)
else_jump @LOAD_GARAGE_MODEL_2
if and
   Model.Available(14783)
   Model.Available(14826)
   Model.Available(936) //C
   Model.Available(2750) //
   Model.Available(2711) //
   Model.Available(#SPRAYCAN) 
else_jump @LOAD_GARAGE_MODEL_2
return
//=================================
:LOAD_TEXTURE_1
0391: release_txd_dictionary 
wait 0
0390: load_txd_dictionary "BIKEGAR"
038F: request_texture "PIN2" as  10    //
038F: request_texture "TEXT1" as  11    //
038F: request_texture "TEXT2" as  12    //
038F: request_texture "TUTOR" as  20    //
RETURN